diff options
Diffstat (limited to 'src/network')
-rw-r--r-- | src/network/core/core.cpp | 4 | ||||
-rw-r--r-- | src/network/core/host.cpp | 2 | ||||
-rw-r--r-- | src/network/core/os_abstraction.h | 14 | ||||
-rw-r--r-- | src/network/core/udp.cpp | 4 | ||||
-rw-r--r-- | src/network/network.cpp | 138 | ||||
-rw-r--r-- | src/network/network_chat_gui.cpp | 4 | ||||
-rw-r--r-- | src/network/network_client.cpp | 316 | ||||
-rw-r--r-- | src/network/network_gui.cpp | 26 | ||||
-rw-r--r-- | src/network/network_internal.h | 8 | ||||
-rw-r--r-- | src/network/network_server.cpp | 520 | ||||
-rw-r--r-- | src/network/network_udp.cpp | 26 |
11 files changed, 531 insertions, 531 deletions
diff --git a/src/network/core/core.cpp b/src/network/core/core.cpp index 645259053..1c0ecad40 100644 --- a/src/network/core/core.cpp +++ b/src/network/core/core.cpp @@ -52,8 +52,8 @@ bool NetworkCoreInitialize() } } } -#endif // __AMIGA__ -#endif // __MORPHOS__ / __AMIGA__ +#endif /* __AMIGA__ */ +#endif /* __MORPHOS__ / __AMIGA__ */ /* Let's load the network in windows */ #ifdef WIN32 diff --git a/src/network/core/host.cpp b/src/network/core/host.cpp index c88c96f55..bcd317f8c 100644 --- a/src/network/core/host.cpp +++ b/src/network/core/host.cpp @@ -200,7 +200,7 @@ void NetworkFindBroadcastIPs(uint32 *broadcast, int limit) /* Now display to the debug all the detected ips */ DEBUG(net, 3, "Detected broadcast addresses:"); for (int i = 0; broadcast[i] != 0; i++) { - DEBUG(net, 3, "%d) %s", i, inet_ntoa(*(struct in_addr *)&broadcast[i])); //inet_ntoa(inaddr)); + DEBUG(net, 3, "%d) %s", i, inet_ntoa(*(struct in_addr *)&broadcast[i])); // inet_ntoa(inaddr)); } } diff --git a/src/network/core/os_abstraction.h b/src/network/core/os_abstraction.h index 481f8ff33..8d5723639 100644 --- a/src/network/core/os_abstraction.h +++ b/src/network/core/os_abstraction.h @@ -50,7 +50,7 @@ typedef unsigned long in_addr_t; # include <sys/ioctl.h> # if defined(__BEOS__) && defined(BEOS_NET_SERVER) # include <be/net/socket.h> -# include <be/kernel/OS.h> // snooze() +# include <be/kernel/OS.h> /* snooze() */ # include <be/net/netdb.h> typedef unsigned long in_addr_t; # define INADDR_NONE INADDR_BROADCAST @@ -85,7 +85,7 @@ typedef unsigned long in_addr_t; # include <errno.h> # include <sys/time.h> # include <netdb.h> -#endif // UNIX +#endif /* UNIX */ #ifdef __BEOS__ typedef int socklen_t; @@ -146,13 +146,13 @@ typedef unsigned long in_addr_t; /* MorphOS and Amiga stuff */ #if defined(__MORPHOS__) || defined(__AMIGA__) # include <exec/types.h> -# include <proto/exec.h> // required for Open/CloseLibrary() +# include <proto/exec.h> /* required for Open/CloseLibrary() */ /* MorphOS defines his network functions with UBYTE arrays while we * use char arrays. This gives tons of unneeded warnings */ # define UBYTE char # if defined(__MORPHOS__) -# include <sys/filio.h> // FIO* defines -# include <sys/sockio.h> // SIO* defines +# include <sys/filio.h> /* FIO* defines */ +# include <sys/sockio.h> /* SIO* defines */ # include <netinet/in.h> # else /* __AMIGA__ */ # include <proto/socket.h> @@ -174,7 +174,7 @@ typedef unsigned long in_addr_t; extern struct MsgPort *TimerPort; extern struct timerequest *TimerRequest; # endif -#endif // __MORPHOS__ || __AMIGA__ +#endif /* __MORPHOS__ || __AMIGA__ */ static inline bool SetNonBlocking(SOCKET d) { @@ -193,7 +193,7 @@ static inline bool SetNonBlocking(SOCKET d) static inline bool SetNoDelay(SOCKET d) { /* XXX should this be done at all? */ -#if !defined(BEOS_NET_SERVER) // not implemented on BeOS net_server +#if !defined(BEOS_NET_SERVER) /* not implemented on BeOS net_server */ int b = 1; /* The (const char*) cast is needed for windows */ return setsockopt(d, IPPROTO_TCP, TCP_NODELAY, (const char*)&b, sizeof(b)) == 0; diff --git a/src/network/core/udp.cpp b/src/network/core/udp.cpp index 8035446c0..6c921ae0a 100644 --- a/src/network/core/udp.cpp +++ b/src/network/core/udp.cpp @@ -50,7 +50,7 @@ bool NetworkUDPSocketHandler::Listen(const uint32 host, const uint16 port, const if (broadcast) { /* Enable broadcast */ unsigned long val = 1; -#ifndef BEOS_NET_SERVER // will work around this, some day; maybe. +#ifndef BEOS_NET_SERVER /* will work around this, some day; maybe. */ setsockopt(this->sock, SOL_SOCKET, SO_BROADCAST, (char *) &val , sizeof(val)); #endif } @@ -233,7 +233,7 @@ void NetworkUDPSocketHandler::Recv_NetworkGameInfo(Packet *p, NetworkGameInfo *i *dst = c; dst = &c->next; } - } /* Fallthrough */ + } // Fallthrough case 3: info->game_date = Clamp(p->Recv_uint32(), 0, MAX_DATE); info->start_date = Clamp(p->Recv_uint32(), 0, MAX_DATE); diff --git a/src/network/network.cpp b/src/network/network.cpp index f3b036592..f6d4caf50 100644 --- a/src/network/network.cpp +++ b/src/network/network.cpp @@ -79,12 +79,12 @@ extern NetworkUDPSocketHandler *_udp_client_socket; ///< udp client socket extern NetworkUDPSocketHandler *_udp_server_socket; ///< udp server socket extern NetworkUDPSocketHandler *_udp_master_socket; ///< udp master socket -// The listen socket for the server +/* The listen socket for the server */ static SOCKET _listensocket; -// The amount of clients connected +/* The amount of clients connected */ static byte _network_clients_connected = 0; -// The identifier counter for new clients (is never decreased) +/* The identifier counter for new clients (is never decreased) */ static ClientID _network_client_id = CLIENT_ID_FIRST; /* Some externs / forwards */ @@ -149,8 +149,8 @@ NetworkClientSocket *NetworkFindClientStateFromClientID(ClientID client_id) return NULL; } -// NetworkGetClientName is a server-safe function to get the name of the client -// if the user did not send it yet, Client #<no> is used. +/* NetworkGetClientName is a server-safe function to get the name of the client + * if the user did not send it yet, Client #<no> is used. */ void NetworkGetClientName(char *client_name, size_t size, const NetworkClientSocket *cs) { const NetworkClientInfo *ci = cs->GetInfo(); @@ -187,9 +187,9 @@ bool NetworkCompanyIsPassworded(CompanyID company_id) return HasBit(_network_company_passworded, company_id); } -// This puts a text-message to the console, or in the future, the chat-box, -// (to keep it all a bit more general) -// If 'self_send' is true, this is the client who is sending the message +/* This puts a text-message to the console, or in the future, the chat-box, + * (to keep it all a bit more general) + * If 'self_send' is true, this is the client who is sending the message */ void NetworkTextMessage(NetworkAction action, ConsoleColour colour, bool self_send, const char *name, const char *str, int64 data) { const int duration = 10; // Game days the messages stay visible @@ -236,13 +236,13 @@ void NetworkTextMessage(NetworkAction action, ConsoleColour colour, bool self_se NetworkAddChatMessage((TextColour)colour, duration, "%s", message); } -// Calculate the frame-lag of a client +/* Calculate the frame-lag of a client */ uint NetworkCalculateLag(const NetworkClientSocket *cs) { int lag = cs->last_frame_server - cs->last_frame; - // This client has missed his ACK packet after 1 DAY_TICKS.. - // so we increase his lag for every frame that passes! - // The packet can be out by a max of _net_frame_freq + /* This client has missed his ACK packet after 1 DAY_TICKS.. + * so we increase his lag for every frame that passes! + * The packet can be out by a max of _net_frame_freq */ if (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq < _frame_counter) lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq); @@ -250,8 +250,8 @@ uint NetworkCalculateLag(const NetworkClientSocket *cs) } -// There was a non-recoverable error, drop back to the main menu with a nice -// error +/* There was a non-recoverable error, drop back to the main menu with a nice + * error */ static void NetworkError(StringID error_string) { _switch_mode = SM_MENU; @@ -267,11 +267,11 @@ static void ServerStartError(const char *error) static void NetworkClientError(NetworkRecvStatus res, NetworkClientSocket *cs) { - // First, send a CLIENT_ERROR to the server, so he knows we are - // disconnection (and why!) + /* First, send a CLIENT_ERROR to the server, so he knows we are + * disconnection (and why!) */ NetworkErrorCode errorno; - // We just want to close the connection.. + /* We just want to close the connection.. */ if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) { cs->has_quit = true; NetworkCloseClient(cs); @@ -287,7 +287,7 @@ static void NetworkClientError(NetworkRecvStatus res, NetworkClientSocket *cs) case NETWORK_RECV_STATUS_NEWGRF_MISMATCH: errorno = NETWORK_ERROR_NEWGRF_MISMATCH; break; default: errorno = NETWORK_ERROR_GENERAL; break; } - // This means we fucked up and the server closed the connection + /* This means we fucked up and the server closed the connection */ if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL && res != NETWORK_RECV_STATUS_SERVER_BANNED) { SEND_COMMAND(PACKET_CLIENT_ERROR)(errorno); @@ -388,16 +388,16 @@ void ParseConnectionString(const char **company, const char **port, char *connec } } -// Creates a new client from a socket -// Used both by the server and the client +/* Creates a new client from a socket + * Used both by the server and the client */ static NetworkClientSocket *NetworkAllocClient(SOCKET s) { if (_network_server) { - // Can we handle a new client? + /* 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 + /* Register the login */ _network_clients_connected++; } @@ -419,7 +419,7 @@ static NetworkClientSocket *NetworkAllocClient(SOCKET s) return cs; } -// Close a connection +/* Close a connection */ void NetworkCloseClient(NetworkClientSocket *cs) { /* @@ -434,7 +434,7 @@ void NetworkCloseClient(NetworkClientSocket *cs) DEBUG(net, 1, "Closed client connection %d", cs->client_id); if (!cs->has_quit && _network_server && cs->status > STATUS_INACTIVE) { - // We did not receive a leave message from this client... + /* We did not receive a leave message from this client... */ char client_name[NETWORK_CLIENT_NAME_LENGTH]; NetworkClientSocket *new_cs; @@ -442,7 +442,7 @@ void NetworkCloseClient(NetworkClientSocket *cs) NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, STR_NETWORK_ERR_CLIENT_CONNECTION_LOST); - // Inform other clients of this... strange leaving ;) + /* Inform other clients of this... strange leaving ;) */ FOR_ALL_CLIENT_SOCKETS(new_cs) { if (new_cs->status > STATUS_AUTH && cs != new_cs) { SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->client_id, NETWORK_ERROR_CONNECTION_LOST); @@ -457,7 +457,7 @@ void NetworkCloseClient(NetworkClientSocket *cs) } if (_network_server) { - // We just lost one client :( + /* We just lost one client :( */ if (cs->status >= STATUS_AUTH) _network_game_info.clients_on--; _network_clients_connected--; @@ -470,7 +470,7 @@ void NetworkCloseClient(NetworkClientSocket *cs) CheckMinActiveClients(); } -// For the server, to accept new clients +/* For the server, to accept new clients */ static void NetworkAcceptClients() { struct sockaddr_in sin; @@ -478,7 +478,7 @@ static void NetworkAcceptClients() uint i; bool banned; - // Should never ever happen.. is it possible?? + /* Should never ever happen.. is it possible?? */ assert(_listensocket != INVALID_SOCKET); for (;;) { @@ -534,8 +534,8 @@ static void NetworkAcceptClients() cs = NetworkAllocClient(s); if (cs == NULL) { - // no more clients allowed? - // Send to the client that we are full! + /* no more clients allowed? + * Send to the client that we are full! */ Packet p(PACKET_SERVER_FULL); p.PrepareToSend(); @@ -545,16 +545,16 @@ static void NetworkAcceptClients() continue; } - // a new client has connected. We set him at inactive for now - // maybe he is only requesting server-info. Till he has sent a PACKET_CLIENT_MAP_OK - // the client stays inactive + /* a new client has connected. We set him at inactive for now + * maybe he is only requesting server-info. Till he has sent a PACKET_CLIENT_MAP_OK + * the client stays inactive */ cs->status = STATUS_INACTIVE; cs->GetInfo()->client_ip = sin.sin_addr.s_addr; // Save the IP of the client } } -// Set up the listen socket for the server +/* Set up the listen socket for the server */ static bool NetworkListen() { SOCKET ls; @@ -570,7 +570,7 @@ static bool NetworkListen() { // reuse the socket int reuse = 1; - // The (const char*) cast is needed for windows!! + /* The (const char*) cast is needed for windows!! */ if (setsockopt(ls, SOL_SOCKET, SO_REUSEADDR, (const char*)&reuse, sizeof(reuse)) == -1) { ServerStartError("setsockopt() on listen socket failed"); return false; @@ -607,7 +607,7 @@ static void InitializeNetworkPools() _NetworkClientInfo_pool.AddBlockToPool(); } -// Close all current connections +/* Close all current connections */ static void NetworkClose() { NetworkClientSocket *cs; @@ -641,7 +641,7 @@ static void NetworkClose() InitializeNetworkPools(); } -// Inits the network (cleans sockets and stuff) +/* Inits the network (cleans sockets and stuff) */ static void NetworkInitialize() { InitializeNetworkPools(); @@ -670,9 +670,9 @@ public: } }; -// Query a server to fetch his game-info -// If game_info is true, only the gameinfo is fetched, -// else only the client_info is fetched +/* Query a server to fetch his game-info + * If game_info is true, only the gameinfo is fetched, + * else only the client_info is fetched */ void NetworkTCPQueryServer(NetworkAddress address) { if (!_network_available) return; @@ -747,7 +747,7 @@ public: }; -// Used by clients, to connect to a server +/* Used by clients, to connect to a server */ void NetworkClientConnectGame(NetworkAddress address) { if (!_network_available) return; @@ -794,7 +794,7 @@ bool NetworkServerStart() NetworkInitialize(); if (!NetworkListen()) return false; - // Try to start UDP-server + /* Try to start UDP-server */ _network_udp_server = true; _network_udp_server = _udp_server_socket->Listen(_network_server_bind_ip, _settings_client.network.server_port, false); @@ -814,9 +814,9 @@ bool NetworkServerStart() NetworkInitGameInfo(); - // execute server initialization script + /* execute server initialization script */ IConsoleCmdExec("exec scripts/on_server.scr 0"); - // if the server is dedicated ... add some other script + /* if the server is dedicated ... add some other script */ if (_network_dedicated) IConsoleCmdExec("exec scripts/on_dedicated.scr 0"); _min_active_clients_paused = false; @@ -829,8 +829,8 @@ bool NetworkServerStart() return true; } -// The server is rebooting... -// The only difference with NetworkDisconnect, is the packets that is sent +/* The server is rebooting... + * The only difference with NetworkDisconnect, is the packets that is sent */ void NetworkReboot() { if (_network_server) { @@ -844,7 +844,7 @@ void NetworkReboot() NetworkClose(); } -// We want to disconnect from the host/clients +/* We want to disconnect from the host/clients */ void NetworkDisconnect() { if (_network_server) { @@ -862,7 +862,7 @@ void NetworkDisconnect() NetworkClose(); } -// Receives something from the network +/* Receives something from the network */ static bool NetworkReceive() { NetworkClientSocket *cs; @@ -878,7 +878,7 @@ static bool NetworkReceive() FD_SET(cs->sock, &write_fd); } - // take care of listener port + /* take care of listener port */ if (_network_server) FD_SET(_listensocket, &read_fd); tv.tv_sec = tv.tv_usec = 0; // don't block at all. @@ -889,10 +889,10 @@ static bool NetworkReceive() #endif if (n == -1 && !_network_server) NetworkError(STR_NETWORK_ERR_LOSTCONNECTION); - // accept clients.. + /* accept clients.. */ if (_network_server && FD_ISSET(_listensocket, &read_fd)) NetworkAcceptClients(); - // read stuff from clients + /* read stuff from clients */ FOR_ALL_CLIENT_SOCKETS(cs) { cs->writable = !!FD_ISSET(cs->sock, &write_fd); if (FD_ISSET(cs->sock, &read_fd)) { @@ -901,13 +901,13 @@ static bool NetworkReceive() } else { NetworkRecvStatus res; - // The client already was quiting! + /* The client already was quiting! */ if (cs->has_quit) return false; res = NetworkClient_ReadPackets(cs); 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 + /* The client made an error of which we can not recover + * close the client and drop back to main menu */ NetworkClientError(res, cs); return false; } @@ -917,7 +917,7 @@ static bool NetworkReceive() return true; } -// This sends all buffered commands (if possible) +/* This sends all buffered commands (if possible) */ static void NetworkSend() { NetworkClientSocket *cs; @@ -926,7 +926,7 @@ static void NetworkSend() cs->Send_Packets(); if (cs->status == STATUS_MAP) { - // This client is in the middle of a map-send, call the function for that + /* This client is in the middle of a map-send, call the function for that */ SEND_COMMAND(PACKET_SERVER_MAP)(cs); } } @@ -941,7 +941,7 @@ static bool NetworkDoClientLoop() StateGameLoop(); - // Check if we are in sync! + /* Check if we are in sync! */ if (_sync_frame != 0) { if (_sync_frame == _frame_counter) { #ifdef NETWORK_SEND_DOUBLE_SEED @@ -956,9 +956,9 @@ static bool NetworkDoClientLoop() return false; } - // If this is the first time we have a sync-frame, we - // need to let the server know that we are ready and at the same - // frame as he is.. so we can start playing! + /* If this is the first time we have a sync-frame, we + * need to let the server know that we are ready and at the same + * frame as he is.. so we can start playing! */ if (_network_first_time) { _network_first_time = false; SEND_COMMAND(PACKET_CLIENT_ACK)(); @@ -974,7 +974,7 @@ static bool NetworkDoClientLoop() return true; } -// We have to do some UDP checking +/* We have to do some UDP checking */ void NetworkUDPGameLoop() { _network_content_client.SendReceive(); @@ -990,8 +990,8 @@ void NetworkUDPGameLoop() } } -// The main loop called from ttd.c -// Here we also have to do StateGameLoop if needed! +/* The main loop called from ttd.c + * Here we also have to do StateGameLoop if needed! */ void NetworkGameLoop() { if (!_networking) return; @@ -1031,9 +1031,9 @@ void NetworkGameLoop() bool send_frame = false; - // We first increase the _frame_counter + /* We first increase the _frame_counter */ _frame_counter++; - // Update max-frame-counter + /* Update max-frame-counter */ if (_frame_counter > _frame_counter_max) { _frame_counter_max = _frame_counter + _settings_client.network.frame_freq; send_frame = true; @@ -1041,7 +1041,7 @@ void NetworkGameLoop() NetworkExecuteLocalCommandQueue(); - // Then we make the frame + /* Then we make the frame */ StateGameLoop(); _sync_seed_1 = _random.state[0]; @@ -1051,15 +1051,15 @@ void NetworkGameLoop() NetworkServer_Tick(send_frame); } else { - // Client + /* Client */ - // Make sure we are at the frame were the server is (quick-frames) + /* Make sure we are at the frame were the server is (quick-frames) */ if (_frame_counter_server > _frame_counter) { while (_frame_counter_server > _frame_counter) { if (!NetworkDoClientLoop()) break; } } else { - // Else, keep on going till _frame_counter_max + /* Else, keep on going till _frame_counter_max */ if (_frame_counter_max > _frame_counter) NetworkDoClientLoop(); } } diff --git a/src/network/network_chat_gui.cpp b/src/network/network_chat_gui.cpp index 7331ea4ae..64178e8df 100644 --- a/src/network/network_chat_gui.cpp +++ b/src/network/network_chat_gui.cpp @@ -316,8 +316,8 @@ public: *item = MAX_CLIENT_SLOTS; } - /* Then, try townnames */ - /* Not that the following assumes all town indices are adjacent, ie no + /* Then, try townnames + * Not that the following assumes all town indices are adjacent, ie no * towns have been deleted. */ if (*item <= (uint)MAX_CLIENT_SLOTS + GetMaxTownIndex()) { const Town *t; diff --git a/src/network/network_client.cpp b/src/network/network_client.cpp index 5aef979a6..8b24b9849 100644 --- a/src/network/network_client.cpp +++ b/src/network/network_client.cpp @@ -26,10 +26,10 @@ #include "table/strings.h" -// This file handles all the client-commands +/* This file handles all the client-commands */ -// So we don't make too much typos ;) +/* So we don't make too much typos ;) */ #define MY_CLIENT GetNetworkClientSocket(0) static uint32 last_ack_frame; @@ -94,19 +94,19 @@ void HashCurrentCompanyPassword(const char *password) } -// ********** -// Sending functions -// DEF_CLIENT_SEND_COMMAND has no parameters -// ********** +/*********** + * 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: 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); @@ -117,16 +117,16 @@ DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO) 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: Client Name (max NETWORK_NAME_LENGTH) - // uint8: Play as Company id (1..MAX_COMPANIES) - // uint8: Language ID - // String: Unique id to find the client back in server-listing - // + /* + * 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 + * String: Unique id to find the client back in server-listing + */ Packet *p; _network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING; @@ -143,11 +143,11 @@ DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_JOIN) DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED) { - // - // Packet: CLIENT_NEWGRFS_CHECKED - // Function: Tell the server that we have the required GRFs - // Data: - // + /* + * Packet: CLIENT_NEWGRFS_CHECKED + * Function: Tell the server that we have the required GRFs + * Data: + */ Packet *p = NetworkSend_Init(PACKET_CLIENT_NEWGRFS_CHECKED); MY_CLIENT->Send_Packet(p); @@ -155,13 +155,13 @@ DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED) 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: CLIENT_PASSWORD + * Function: Send a password to the server to authorize + * Data: + * uint8: NetworkPasswordType + * String: Password + */ Packet *p = NetworkSend_Init(PACKET_CLIENT_PASSWORD); p->Send_uint8 (type); p->Send_string(type == NETWORK_GAME_PASSWORD ? password : GenerateCompanyPasswordHash(password)); @@ -170,12 +170,12 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_PASSWORD)(NetworkPasswordType type, DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_GETMAP) { - // - // Packet: CLIENT_GETMAP - // Function: Request the map from the server - // Data: - // <none> - // + /* + * Packet: CLIENT_GETMAP + * Function: Request the map from the server + * Data: + * <none> + */ Packet *p = NetworkSend_Init(PACKET_CLIENT_GETMAP); MY_CLIENT->Send_Packet(p); @@ -183,12 +183,12 @@ DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_GETMAP) 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: 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); MY_CLIENT->Send_Packet(p); @@ -196,12 +196,12 @@ DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_MAP_OK) 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: 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); @@ -209,21 +209,21 @@ DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_ACK) MY_CLIENT->Send_Packet(p); } -// Send a command packet to the server +/* Send a command packet to the server */ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMMAND)(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 (see callback_table.c) - // + /* + * 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 (see callback_table.c) + */ Packet *p = NetworkSend_Init(PACKET_CLIENT_COMMAND); MY_CLIENT->Send_Command(p, cp); @@ -231,19 +231,19 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMMAND)(const CommandPacket *cp) MY_CLIENT->Send_Packet(p); } -// Send a chat-packet over the network +/* Send a chat-packet over the network */ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_CHAT)(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: 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 = NetworkSend_Init(PACKET_CLIENT_CHAT); @@ -256,15 +256,15 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_CHAT)(NetworkAction action, DestType MY_CLIENT->Send_Packet(p); } -// Send an error-packet over the network +/* 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: 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); p->Send_uint8(errorno); @@ -273,12 +273,12 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_ERROR)(NetworkErrorCode errorno) 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: PACKET_CLIENT_SET_PASSWORD + * Function: Set the password for the clients current company + * Data: + * String: Password + */ Packet *p = NetworkSend_Init(PACKET_CLIENT_SET_PASSWORD); p->Send_string(GenerateCompanyPasswordHash(password)); @@ -287,26 +287,26 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_PASSWORD)(const char *password) DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_NAME)(const char *name) { - // - // Packet: PACKET_CLIENT_SET_NAME - // Function: Gives the client a new name - // Data: - // String: Name - // + /* + * Packet: PACKET_CLIENT_SET_NAME + * Function: Gives the client a new name + * Data: + * String: Name + */ Packet *p = NetworkSend_Init(PACKET_CLIENT_SET_NAME); p->Send_string(name); MY_CLIENT->Send_Packet(p); } -// Send an quit-packet over the network +/* Send an quit-packet over the network */ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_QUIT)() { - // - // Packet: CLIENT_QUIT - // Function: The client is quiting the game - // Data: - // + /* + * Packet: CLIENT_QUIT + * Function: The client is quiting the game + * Data: + */ Packet *p = NetworkSend_Init(PACKET_CLIENT_QUIT); MY_CLIENT->Send_Packet(p); @@ -329,17 +329,17 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_MOVE)(CompanyID company, const char } -// ********** -// Receiving functions -// DEF_CLIENT_RECEIVE_COMMAND has parameter: Packet *p -// ********** +/*********** + * Receiving functions + * DEF_CLIENT_RECEIVE_COMMAND has parameter: Packet *p + ************/ extern bool SafeSaveOrLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir); extern StringID _switch_mode_errorstr; DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_FULL) { - // We try to join a server which is full + /* We try to join a server which is full */ _switch_mode_errorstr = STR_NETWORK_ERR_SERVER_FULL; DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0); @@ -348,7 +348,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_FULL) DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_BANNED) { - // We try to join a server where we are 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); @@ -391,9 +391,9 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO) 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 'client_id' -// which is always an unique number on a server. +/* 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) { NetworkClientInfo *ci; @@ -411,11 +411,11 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO) ci = NetworkFindClientInfoFromClientID(client_id); if (ci != NULL) { if (playas == ci->client_playas && strcmp(name, ci->client_name) != 0) { - // Client name changed, display the change + /* Client name changed, display the change */ NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, name); } else if (playas != ci->client_playas) { - // The client changed from client-player.. - // Do not display that for now + /* The client changed from client-player.. + * Do not display that for now */ } ci->client_playas = playas; @@ -426,7 +426,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO) return NETWORK_RECV_STATUS_OKAY; } - // We don't have this client_id yet, find an empty client_id, and put the data there + /* 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); @@ -531,7 +531,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_WELCOME) _password_game_seed = p->Recv_uint32(); p->Recv_string(_password_server_unique_id, sizeof(_password_server_unique_id)); - // Start receiving the map + /* Start receiving the map */ SEND_COMMAND(PACKET_CLIENT_GETMAP)(); return NETWORK_RECV_STATUS_OKAY; } @@ -542,7 +542,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_WAIT) _network_join_waiting = p->Recv_uint8(); InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0); - // We are put on hold for receiving the map.. we need GUI for this ;) + /* 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); @@ -559,7 +559,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP) if (MY_CLIENT->has_quit) return NETWORK_RECV_STATUS_CONN_LOST; - // First packet, init some stuff + /* First packet, init some stuff */ if (maptype == MAP_PACKET_START) { file_pointer = FioFOpenFile("network_client.tmp", "wb", AUTOSAVE_DIR);; if (file_pointer == NULL) { @@ -583,12 +583,12 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP) _network_join_status = NETWORK_JOIN_STATUS_DOWNLOADING; InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0); - // The first packet does not contain any more data + /* 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 + /* We are still receiving data, put it to the file */ if (fwrite(p->buffer + p->pos, 1, p->size - p->pos, file_pointer) != (size_t)(p->size - p->pos)) { _switch_mode_errorstr = STR_NETWORK_ERR_SAVEGAMEERROR; return NETWORK_RECV_STATUS_SAVEGAME; @@ -598,7 +598,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP) InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0); } - // Check if this was the last packet + /* Check if this was the last packet */ if (maptype == MAP_PACKET_END) { fclose(file_pointer); @@ -614,7 +614,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP) /* If the savegame has successfully loaded, ALL windows have been removed, * only toolbar/statusbar and gamefield are visible */ - // Say we received the map and loaded it correctly! + /* Say we received the map and loaded it correctly! */ SEND_COMMAND(PACKET_CLIENT_MAP_OK)(); /* New company/spectator (invalid company) or company we want to join is not active @@ -630,7 +630,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP) NetworkSend_Command(0, 0, 0, CMD_COMPANY_CTRL, NULL, NULL); } } else { - // take control over an existing company + /* take control over an existing company */ SetLocalCompany(_network_playas); } } @@ -643,8 +643,8 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_FRAME) _frame_counter_server = p->Recv_uint32(); _frame_counter_max = p->Recv_uint32(); #ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME - // Test if the server supports this option - // and if we are at the frame the server is + /* 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 = p->Recv_uint32(); @@ -655,8 +655,8 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_FRAME) #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 ;) + /* 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); @@ -690,8 +690,8 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMMAND) return NETWORK_RECV_STATUS_MALFORMED_PACKET; } - // The server did send us this command.. - // queue it in our own queue, so we can handle it in the upcoming frame! + /* The server did send us this command.. + * queue it in our own queue, so we can handle it in the upcoming frame! */ NetworkAddCommandQueue(cp); return NETWORK_RECV_STATUS_OKAY; @@ -776,7 +776,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_QUIT) InvalidateWindow(WC_CLIENT_LIST, 0); - // If we come here it means we could not locate the client.. strange :s + /* If we come here it means we could not locate the client.. strange :s */ return NETWORK_RECV_STATUS_OKAY; } @@ -802,10 +802,10 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN) DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME) { - // To trottle the reconnects a bit, every clients waits - // his _local_company value before reconnecting - // COMPANY_SPECTATOR is currently 255, so to avoid long wait periods - // set the max to 10. + /* To trottle the reconnects a bit, every clients waits + * his _local_company value before reconnecting + * COMPANY_SPECTATOR is currently 255, so to avoid long wait periods + * set the max to 10. */ _network_reconnect = min(_local_company + 1, 10); _switch_mode_errorstr = STR_NETWORK_SERVER_REBOOT; @@ -868,69 +868,69 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE) } -// The layout for the receive-functions by the client +/* 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. +/* 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,*/ + NULL, // PACKET_CLIENT_JOIN, RECEIVE_COMMAND(PACKET_SERVER_ERROR), - NULL, /*PACKET_CLIENT_COMPANY_INFO,*/ + 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,*/ + NULL, // PACKET_CLIENT_PASSWORD, RECEIVE_COMMAND(PACKET_SERVER_WELCOME), - NULL, /*PACKET_CLIENT_GETMAP,*/ + NULL, // PACKET_CLIENT_GETMAP, RECEIVE_COMMAND(PACKET_SERVER_WAIT), RECEIVE_COMMAND(PACKET_SERVER_MAP), - NULL, /*PACKET_CLIENT_MAP_OK,*/ + 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,*/ + NULL, // PACKET_CLIENT_ACK, + NULL, // PACKET_CLIENT_COMMAND, RECEIVE_COMMAND(PACKET_SERVER_COMMAND), - NULL, /*PACKET_CLIENT_CHAT,*/ + 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,*/ + 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,*/ + NULL, // PACKET_CLIENT_RCON, RECEIVE_COMMAND(PACKET_SERVER_CHECK_NEWGRFS), - NULL, /*PACKET_CLIENT_NEWGRFS_CHECKED,*/ + NULL, // PACKET_CLIENT_NEWGRFS_CHECKED, RECEIVE_COMMAND(PACKET_SERVER_MOVE), - NULL, /* PACKET_CLIENT_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 +/* 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 +/* Is called after a client is connected to the server */ void NetworkClient_Connected() { - // Set the frame-counter to 0 so nothing happens till we are ready + /* 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 + /* Request the game-info */ SEND_COMMAND(PACKET_CLIENT_JOIN)(); } -// Reads the packets from the socket-stream, if available +/* Reads the packets from the socket-stream, if available */ NetworkRecvStatus NetworkClient_ReadPackets(NetworkClientSocket *cs) { Packet *p; diff --git a/src/network/network_gui.cpp b/src/network/network_gui.cpp index 6190f78a8..8cb514813 100644 --- a/src/network/network_gui.cpp +++ b/src/network/network_gui.cpp @@ -828,7 +828,7 @@ void ShowNetworkGameWindow() char * const *srv; first = false; - // add all servers from the config file to our list + /* add all servers from the config file to our list */ for (srv = &_network_host_list[0]; srv != endof(_network_host_list) && *srv != NULL; srv++) { NetworkAddServer(*srv); } @@ -1391,16 +1391,16 @@ NetworkCompanyInfo *GetLobbyCompanyInfo(CompanyID company) return (lobby != NULL && company < MAX_COMPANIES) ? &lobby->company_info[company] : NULL; } -// The window below gives information about the connected clients -// and also makes able to give money to them, kick them (if server) -// and stuff like that. +/* The window below gives information about the connected clients + * and also makes able to give money to them, kick them (if server) + * and stuff like that. */ extern void DrawCompanyIcon(CompanyID cid, int x, int y); -// Every action must be of this form +/* Every action must be of this form */ typedef void ClientList_Action_Proc(byte client_no); -// Max 10 actions per client +/* Max 10 actions per client */ #define MAX_CLIENTLIST_ACTION 10 enum { @@ -1429,7 +1429,7 @@ static const WindowDesc _client_list_desc = { _client_list_widgets, }; -// Finds the Xth client-info that is active +/* Finds the Xth client-info that is active */ static const NetworkClientInfo *NetworkFindClientInfo(byte client_no) { const NetworkClientInfo *ci; @@ -1442,7 +1442,7 @@ static const NetworkClientInfo *NetworkFindClientInfo(byte client_no) return NULL; } -// Here we start to define the options out of the menu +/* Here we start to define the options out of the menu */ static void ClientList_Kick(byte client_no) { const NetworkClientInfo *ci = NetworkFindClientInfo(client_no); @@ -1576,7 +1576,7 @@ struct NetworkClientListPopupWindow : Window { { int num = 0; - // Find the amount of actions + /* Find the amount of actions */ for (int i = 0; i < MAX_CLIENTLIST_ACTION; i++) { if (this->action[i][0] == '\0') continue; if (this->proc[i] == NULL) continue; @@ -1677,7 +1677,7 @@ struct NetworkClientListWindow : Window /* If height is changed */ if (this->height != CLNWND_OFFSET + num + 1) { - // XXX - magic unfortunately; (num + 2) has to be one bigger than heigh (num + 1) + /* XXX - magic unfortunately; (num + 2) has to be one bigger than heigh (num + 1) */ this->SetDirty(); this->widget[3].bottom = this->widget[3].top + num + 2; this->height = CLNWND_OFFSET + num + 1; @@ -1778,7 +1778,7 @@ void ShowNetworkNeedPassword(NetworkPasswordType npt) ShowQueryString(STR_EMPTY, caption, 20, 180, FindWindowById(WC_NETWORK_STATUS_WINDOW, 0), CS_ALPHANUMERAL, QSF_NONE); } -// Vars needed for the join-GUI +/* Vars needed for the join-GUI */ NetworkJoinStatus _network_join_status; uint8 _network_join_waiting; uint32 _network_join_bytes; @@ -1812,7 +1812,7 @@ struct NetworkJoinStatusWindow : Window { SetDParam(1, _network_join_bytes_total); DrawStringCentered(125, 46, STR_NETWORK_CONNECTING_DOWNLOADING, TC_GREY); /* Fallthrough */ - default: /* Waiting is 15%, so the resting receivement of map is maximum 70% */ + default: // Waiting is 15%, so the resting receivement of map is maximum 70% progress = 15 + _network_join_bytes * (100 - 15) / _network_join_bytes_total; } @@ -1822,7 +1822,7 @@ struct NetworkJoinStatusWindow : Window { virtual void OnClick(Point pt, int widget) { - if (widget == 2) { //Disconnect button + if (widget == 2) { // Disconnect button NetworkDisconnect(); SwitchToMode(SM_MENU); ShowNetworkGameWindow(); diff --git a/src/network/network_internal.h b/src/network/network_internal.h index 32b229976..696d42828 100644 --- a/src/network/network_internal.h +++ b/src/network/network_internal.h @@ -100,7 +100,7 @@ extern uint32 _frame_counter; extern uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients. -// networking settings +/* networking settings */ extern uint32 _broadcast_list[MAX_INTERFACES + 1]; extern uint32 _network_server_bind_ip; @@ -108,7 +108,7 @@ extern uint32 _network_server_bind_ip; extern uint32 _sync_seed_1, _sync_seed_2; extern uint32 _sync_frame; extern bool _network_first_time; -// Vars needed for the join-GUI +/* Vars needed for the join-GUI */ extern NetworkJoinStatus _network_join_status; extern uint8 _network_join_waiting; extern uint32 _network_join_bytes; @@ -146,7 +146,7 @@ void NetworkAddCommandQueue(CommandPacket cp, NetworkClientSocket *cs = NULL); void NetworkExecuteLocalCommandQueue(); void NetworkFreeLocalCommandQueue(); -// from network.c +/* from network.c */ void NetworkCloseClient(NetworkClientSocket *cs); void NetworkTextMessage(NetworkAction action, ConsoleColour colour, bool self_send, const char *name, const char *str = "", int64 data = 0); void NetworkGetClientName(char *clientname, size_t size, const NetworkClientSocket *cs); @@ -156,7 +156,7 @@ NetworkClientSocket *NetworkFindClientStateFromClientID(ClientID client_id); StringID GetNetworkErrorMsg(NetworkErrorCode err); bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH]); -// Macros to make life a bit more easier +/* Macros to make life a bit more easier */ #define DEF_CLIENT_RECEIVE_COMMAND(type) NetworkRecvStatus NetworkPacketReceive_ ## type ## _command(Packet *p) #define DEF_CLIENT_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command() #define DEF_CLIENT_SEND_COMMAND_PARAM(type) void NetworkPacketSend_ ## type ## _command diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp index b286fdfd8..d2654751d 100644 --- a/src/network/network_server.cpp +++ b/src/network/network_server.cpp @@ -26,25 +26,25 @@ #include "table/strings.h" -// This file handles all the server-commands +/* This file handles all the server-commands */ static void NetworkHandleCommandQueue(NetworkClientSocket *cs); -// ********** -// Sending functions -// DEF_SERVER_SEND_COMMAND has parameter: NetworkClientSocket *cs -// ********** +/*********** + * Sending functions + * DEF_SERVER_SEND_COMMAND has parameter: NetworkClientSocket *cs + ************/ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CLIENT_INFO)(NetworkClientSocket *cs, 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 - // + /* + * 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 = NetworkSend_Init(PACKET_SERVER_CLIENT_INFO); @@ -58,11 +58,11 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CLIENT_INFO)(NetworkClientSocket *cs DEF_SERVER_SEND_COMMAND(PACKET_SERVER_COMPANY_INFO) { - // - // Packet: SERVER_COMPANY_INFO - // Function: Sends info about the companies - // Data: - // + /* + * Packet: SERVER_COMPANY_INFO + * Function: Sends info about the companies + * Data: + */ /* Fetch the latest version of the stats */ NetworkCompanyStats company_stats[MAX_COMPANIES]; @@ -125,12 +125,12 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_COMPANY_INFO) DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientSocket *cs, NetworkErrorCode error) { - // - // Packet: SERVER_ERROR - // Function: The client made an error - // Data: - // uint8: ErrorID (see network_data.h, NetworkErrorCode) - // + /* + * Packet: SERVER_ERROR + * Function: The client made an error + * Data: + * uint8: ErrorID (see network_data.h, NetworkErrorCode) + */ char str[100]; Packet *p = NetworkSend_Init(PACKET_SERVER_ERROR); @@ -141,7 +141,7 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientSocket *cs, Netw StringID strid = GetNetworkErrorMsg(error); GetString(str, strid, lastof(str)); - // Only send when the current client was in game + /* Only send when the current client was in game */ if (cs->status > STATUS_AUTH) { NetworkClientSocket *new_cs; char client_name[NETWORK_CLIENT_NAME_LENGTH]; @@ -154,8 +154,8 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientSocket *cs, Netw FOR_ALL_CLIENT_SOCKETS(new_cs) { if (new_cs->status > STATUS_AUTH && new_cs != cs) { - // Some errors we filter to a more general error. Clients don't have to know the real - // reason a joining failed. + /* Some errors we filter to a more general error. Clients don't have to know the real + * reason a joining failed. */ if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED || error == NETWORK_ERROR_WRONG_REVISION) error = NETWORK_ERROR_ILLEGAL_PACKET; @@ -168,24 +168,24 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientSocket *cs, Netw cs->has_quit = true; - // Make sure the data get's there before we close the connection + /* Make sure the data get's there before we close the connection */ cs->Send_Packets(); - // The client made a mistake, so drop his connection now! + /* The client made a mistake, so drop his connection now! */ NetworkCloseClient(cs); } DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CHECK_NEWGRFS)(NetworkClientSocket *cs) { - // - // 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: 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 = NetworkSend_Init(PACKET_SERVER_CHECK_NEWGRFS); const GRFConfig *c; @@ -205,12 +205,12 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CHECK_NEWGRFS)(NetworkClientSocket * DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_NEED_PASSWORD)(NetworkClientSocket *cs, NetworkPasswordType type) { - // - // Packet: SERVER_NEED_PASSWORD - // Function: Indication to the client that the server needs a password - // Data: - // uint8: Type of password - // + /* + * Packet: SERVER_NEED_PASSWORD + * Function: Indication to the client that the server needs a password + * Data: + * uint8: Type of password + */ /* Invalid packet when status is AUTH or higher */ if (cs->status >= STATUS_AUTH) return; @@ -226,17 +226,17 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_NEED_PASSWORD)(NetworkClientSocket * DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WELCOME) { - // - // Packet: SERVER_WELCOME - // Function: The client is joined and ready to receive his map - // Data: - // uint32: Own Client identifier - // + /* + * Packet: SERVER_WELCOME + * Function: The client is joined and ready to receive his map + * Data: + * uint32: Own Client identifier + */ Packet *p; NetworkClientSocket *new_cs; - // Invalid packet when status is AUTH or higher + /* Invalid packet when status is AUTH or higher */ if (cs->status >= STATUS_AUTH) return; cs->status = STATUS_AUTH; @@ -248,29 +248,29 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WELCOME) p->Send_string(_settings_client.network.network_id); cs->Send_Packet(p); - // Transmit info about all the active clients + /* Transmit info about all the active clients */ FOR_ALL_CLIENT_SOCKETS(new_cs) { if (new_cs != cs && new_cs->status > STATUS_AUTH) SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, new_cs->GetInfo()); } - // Also send the info of the server + /* Also send the info of the server */ SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, NetworkFindClientInfoFromClientID(CLIENT_ID_SERVER)); } DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WAIT) { - // - // 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 - // + /* + * 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; - // Count how many clients are waiting in the queue + /* Count how many clients are waiting in the queue */ FOR_ALL_CLIENT_SOCKETS(new_cs) { if (new_cs->status == STATUS_MAP_WAIT) waiting++; } @@ -280,28 +280,28 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WAIT) cs->Send_Packet(p); } -// This sends the map to the client +/* This sends the map to the client */ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP) { - // - // 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 - // + /* + * 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; static uint sent_packets; // How many packets we did send succecfully last time if (cs->status < STATUS_AUTH) { - // Illegal call, return error and ignore the packet + /* Illegal call, return error and ignore the packet */ SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED); return; } @@ -310,7 +310,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP) const char *filename = "network_server.tmp"; Packet *p; - // Make a dump of the current game + /* Make a dump of the current game */ if (SaveOrLoad(filename, SL_SAVE, AUTOSAVE_DIR) != SL_OK) usererror("network savedump failed"); file_pointer = FioFOpenFile(filename, "rb", AUTOSAVE_DIR); @@ -318,7 +318,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP) if (ftell(file_pointer) == 0) usererror("network savedump failed - zero sized savegame?"); - // Now send the _frame_counter and how many packets are coming + /* Now send the _frame_counter and how many packets are coming */ p = NetworkSend_Init(PACKET_SERVER_MAP); p->Send_uint8 (MAP_PACKET_START); p->Send_uint32(_frame_counter); @@ -348,49 +348,49 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP) p->size += res; cs->Send_Packet(p); if (feof(file_pointer)) { - // Done reading! + /* Done reading! */ Packet *p = NetworkSend_Init(PACKET_SERVER_MAP); p->Send_uint8(MAP_PACKET_END); cs->Send_Packet(p); - // Set the status to DONE_MAP, no we will wait for the client - // to send it is ready (maybe that happens like never ;)) + /* Set the status to DONE_MAP, no we will wait for the client + * to send it is ready (maybe that happens like never ;)) */ cs->status = STATUS_DONE_MAP; fclose(file_pointer); { NetworkClientSocket *new_cs; bool new_map_client = false; - // Check if there is a client waiting for receiving the map - // and start sending him the map + /* Check if there is a client waiting for receiving the map + * and start sending him the map */ FOR_ALL_CLIENT_SOCKETS(new_cs) { if (new_cs->status == STATUS_MAP_WAIT) { - // Check if we already have a new client to send the map to + /* Check if we already have a new client to send the map to */ if (!new_map_client) { - // If not, this client will get the map + /* If not, this client will get the map */ new_cs->status = STATUS_AUTH; new_map_client = true; SEND_COMMAND(PACKET_SERVER_MAP)(new_cs); } else { - // Else, send the other clients how many clients are in front of them + /* Else, send the other clients how many clients are in front of them */ SEND_COMMAND(PACKET_SERVER_WAIT)(new_cs); } } } } - // There is no more data, so break the for + /* There is no more data, so break the for */ break; } } - // Send all packets (forced) and check if we have send it all + /* Send all packets (forced) and check if we have send it all */ cs->Send_Packets(); if (cs->IsPacketQueueEmpty()) { - // All are sent, increase the sent_packets + /* All are sent, increase the sent_packets */ sent_packets *= 2; } else { - // Not everything is sent, decrease the sent_packets + /* Not everything is sent, decrease the sent_packets */ if (sent_packets > 1) sent_packets /= 2; } } @@ -398,14 +398,14 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP) DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_JOIN)(NetworkClientSocket *cs, 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: 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 = NetworkSend_Init(PACKET_SERVER_JOIN); @@ -417,16 +417,16 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_JOIN)(NetworkClientSocket *cs, Clien DEF_SERVER_SEND_COMMAND(PACKET_SERVER_FRAME) { - // - // 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: 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 = NetworkSend_Init(PACKET_SERVER_FRAME); p->Send_uint32(_frame_counter); @@ -442,15 +442,15 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_FRAME) DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SYNC) { - // - // 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: 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 = NetworkSend_Init(PACKET_SERVER_SYNC); p->Send_uint32(_frame_counter); @@ -464,19 +464,19 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SYNC) DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_COMMAND)(NetworkClientSocket *cs, 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 (see callback_table.c) - // uint32: Frame of execution - // + /* + * 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 (see callback_table.c) + * uint32: Frame of execution + */ Packet *p = NetworkSend_Init(PACKET_SERVER_COMMAND); @@ -489,15 +489,15 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_COMMAND)(NetworkClientSocket *cs, co DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CHAT)(NetworkClientSocket *cs, 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: 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 = NetworkSend_Init(PACKET_SERVER_CHAT); @@ -512,14 +512,14 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CHAT)(NetworkClientSocket *cs, Netwo DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(NetworkClientSocket *cs, 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: 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 = NetworkSend_Init(PACKET_SERVER_ERROR_QUIT); @@ -531,13 +531,13 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(NetworkClientSocket *cs, DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_QUIT)(NetworkClientSocket *cs, 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: SERVER_ERROR_QUIT + * Function: A client left the game, and this packets informs the other clients + * of that. + * Data: + * uint32: Client-identifier + */ Packet *p = NetworkSend_Init(PACKET_SERVER_QUIT); @@ -548,12 +548,12 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_QUIT)(NetworkClientSocket *cs, Clien DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SHUTDOWN) { - // - // Packet: SERVER_SHUTDOWN - // Function: Let the clients know that the server is closing - // Data: - // <none> - // + /* + * Packet: SERVER_SHUTDOWN + * Function: Let the clients know that the server is closing + * Data: + * <none> + */ Packet *p = NetworkSend_Init(PACKET_SERVER_SHUTDOWN); cs->Send_Packet(p); @@ -561,12 +561,12 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SHUTDOWN) DEF_SERVER_SEND_COMMAND(PACKET_SERVER_NEWGAME) { - // - // Packet: PACKET_SERVER_NEWGAME - // Function: Let the clients know that the server is loading a new map - // Data: - // <none> - // + /* + * Packet: PACKET_SERVER_NEWGAME + * Function: Let the clients know that the server is loading a new map + * Data: + * <none> + */ Packet *p = NetworkSend_Init(PACKET_SERVER_NEWGAME); cs->Send_Packet(p); @@ -607,10 +607,10 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_CONFIG_UPDATE) cs->Send_Packet(p); } -// ********** -// Receiving functions -// DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientSocket *cs, Packet *p -// ********** +/*********** + * Receiving functions + * DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientSocket *cs, Packet *p + ************/ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO) { @@ -656,9 +656,9 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_JOIN) p->Recv_string(client_revision, sizeof(client_revision)); - // Check if the client has revision control enabled + /* Check if the client has revision control enabled */ if (!IsNetworkCompatibleVersion(client_revision)) { - // Different revisions!! + /* Different revisions!! */ SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_REVISION); return; } @@ -670,21 +670,21 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_JOIN) if (cs->has_quit) return; - // join another company does not affect these values + /* join another company does not affect these values */ switch (playas) { - case COMPANY_NEW_COMPANY: /* New company */ + case COMPANY_NEW_COMPANY: // New company if (ActiveCompanyCount() >= _settings_client.network.max_companies) { SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_FULL); return; } break; - case COMPANY_SPECTATOR: /* Spectator */ + case COMPANY_SPECTATOR: // Spectator if (NetworkSpectatorCount() >= _settings_client.network.max_spectators) { SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_FULL); return; } break; - default: /* Join another company (companies 1-8 (index 0-7)) */ + default: // Join another company (companies 1-8 (index 0-7)) if (!IsValidCompanyID(playas) || !IsHumanCompany(playas)) { SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_COMPANY_MISMATCH); return; @@ -692,11 +692,11 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_JOIN) break; } - // We need a valid name.. make it Player + /* We need a valid name.. make it Player */ if (StrEmpty(name)) strecpy(name, "Player", lastof(name)); if (!NetworkFindName(name)) { // Change name if duplicate - // We could not create a name for this client + /* We could not create a name for this client */ SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NAME_IN_USE); return; } @@ -728,9 +728,9 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_PASSWORD) p->Recv_string(password, sizeof(password)); if (cs->status == STATUS_AUTHORIZING && type == NETWORK_GAME_PASSWORD) { - // Check game-password + /* Check game-password */ if (strcmp(password, _settings_client.network.server_password) != 0) { - // Password is invalid + /* Password is invalid */ SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_PASSWORD); return; } @@ -742,14 +742,14 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_PASSWORD) return; } - // Valid password, allow user + /* Valid password, allow user */ SEND_COMMAND(PACKET_SERVER_WELCOME)(cs); return; } else if (cs->status == STATUS_AUTHORIZING && type == NETWORK_COMPANY_PASSWORD) { ci = cs->GetInfo(); if (strcmp(password, _network_company_states[ci->client_playas].password) != 0) { - // Password is invalid + /* Password is invalid */ SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_PASSWORD); return; } @@ -767,30 +767,30 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP) { NetworkClientSocket *new_cs; - // The client was never joined.. so this is impossible, right? - // Ignore the packet, give the client a warning, and close his connection + /* 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_AUTH || cs->has_quit) { SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED); return; } - // Check if someone else is receiving the map + /* 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 + /* Tell the new client to wait */ cs->status = STATUS_MAP_WAIT; SEND_COMMAND(PACKET_SERVER_WAIT)(cs); return; } } - // We receive a request to upload the map.. give it to the client! + /* We receive a request to upload the map.. give it to the client! */ SEND_COMMAND(PACKET_SERVER_MAP)(cs); } DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK) { - // Client has the map, now start syncing + /* Client has the map, now start syncing */ if (cs->status == STATUS_DONE_MAP && !cs->has_quit) { char client_name[NETWORK_CLIENT_NAME_LENGTH]; NetworkClientSocket *new_cs; @@ -799,15 +799,15 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK) NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name); - // Mark the client as pre-active, and wait for an ACK - // so we know he is done loading and in sync with us + /* 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 is the frame the client receives - // we need it later on to make sure the client is not too slow + /* 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; @@ -831,7 +831,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK) /* quickly update the syncing client with company details */ SEND_COMMAND(PACKET_SERVER_COMPANY_UPDATE)(cs); } else { - // Wrong status for this packet, give a warning to client, and close connection + /* Wrong status for this packet, give a warning to client, and close connection */ SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED); } } @@ -844,8 +844,8 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND) { NetworkClientSocket *new_cs; - // The client was never joined.. so this is impossible, right? - // Ignore the packet, give the client a warning, and close his connection + /* 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->has_quit) { SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED); return; @@ -912,19 +912,19 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND) cp.p2 = cs->client_id; } - // The frame can be executed in the same frame as the next frame-packet - // That frame just before that frame is saved in _frame_counter_max + /* The frame can be executed in the same frame as the next frame-packet + * That frame just before that frame is saved in _frame_counter_max */ cp.frame = _frame_counter_max + 1; cp.next = NULL; CommandCallback *callback = cp.callback; - // Queue the command for the clients (are send at the end of the frame - // if they can handle it ;)) + /* Queue the command for the clients (are send at the end of the frame + * if they can handle it ;)) */ FOR_ALL_CLIENT_SOCKETS(new_cs) { if (new_cs->status >= STATUS_MAP) { - // Callbacks are only send back to the client who sent them in the - // first place. This filters that out. + /* Callbacks are only send back to the client who sent them in the + * first place. This filters that out. */ cp.callback = (new_cs != cs) ? NULL : callback; cp.my_cmd = (new_cs == cs); NetworkAddCommandQueue(cp, new_cs); @@ -938,14 +938,14 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND) DEF_SERVER_RECEIVE_COMMAND(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 + /* This packets means a client noticed an error and is reporting this + * to us. Display the error and report it to the other clients */ NetworkClientSocket *new_cs; char str[100]; char client_name[NETWORK_CLIENT_NAME_LENGTH]; NetworkErrorCode errorno = (NetworkErrorCode)p->Recv_uint8(); - // The client was never joined.. thank the client for the packet, but ignore it + /* The client was never joined.. thank the client for the packet, but ignore it */ if (cs->status < STATUS_DONE_MAP || cs->has_quit) { cs->has_quit = true; return; @@ -971,12 +971,12 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ERROR) DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_QUIT) { - // The client wants to leave. Display this and report it to the other - // clients. + /* The client wants to leave. Display this and report it to the other + * clients. */ NetworkClientSocket *new_cs; char client_name[NETWORK_CLIENT_NAME_LENGTH]; - // The client was never joined.. thank the client for the packet, but ignore it + /* The client was never joined.. thank the client for the packet, but ignore it */ if (cs->status < STATUS_DONE_MAP || cs->has_quit) { cs->has_quit = true; return; @@ -1024,9 +1024,9 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ACK) IConsoleCmdExec("exec scripts/on_server_connect.scr 0"); } - // The client received the frame, make note of it + /* The client received the frame, make note of it */ cs->last_frame = frame; - // With those 2 values we can calculate the lag realtime + /* With those 2 values we can calculate the lag realtime */ cs->last_frame_server = _frame_counter; } @@ -1055,7 +1055,7 @@ void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, co } } - // Display the message locally (so you know you have sent it) + /* Display the message locally (so you know you have sent it) */ if (from_id != (ClientID)dest) { if (from_id == CLIENT_ID_SERVER) { ci = NetworkFindClientInfoFromClientID(from_id); @@ -1074,8 +1074,8 @@ void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, co break; case DESTTYPE_TEAM: { bool show_local = true; // If this is false, the message is already displayed - // on the client who did sent it. - /* Find all clients that belong to this company */ + /* on the client who did sent it. + * Find all clients that belong to this company */ ci_to = NULL; FOR_ALL_CLIENT_SOCKETS(cs) { ci = cs->GetInfo(); @@ -1097,7 +1097,7 @@ void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, co /* There is no such client */ if (ci_to == NULL) break; - // Display the message locally (so you know you have sent it) + /* Display the message locally (so you know you have sent it) */ if (ci != NULL && show_local) { if (from_id == CLIENT_ID_SERVER) { char name[NETWORK_NAME_LENGTH]; @@ -1199,7 +1199,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME) if (cs->has_quit) return; if (ci != NULL) { - // Display change + /* Display change */ if (NetworkFindName(client_name)) { NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, client_name); strecpy(ci->client_name, client_name, lastof(ci->client_name)); @@ -1255,56 +1255,56 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_MOVE) NetworkServerDoMove(cs->client_id, company_id); } -// The layout for the receive-functions by the server +/* The layout for the receive-functions by the server */ typedef void 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. +/* 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,*/ + NULL, // PACKET_SERVER_FULL, + NULL, // PACKET_SERVER_BANNED, RECEIVE_COMMAND(PACKET_CLIENT_JOIN), - NULL, /*PACKET_SERVER_ERROR,*/ + NULL, // PACKET_SERVER_ERROR, RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO), - NULL, /*PACKET_SERVER_COMPANY_INFO,*/ - NULL, /*PACKET_SERVER_CLIENT_INFO,*/ - NULL, /*PACKET_SERVER_NEED_PASSWORD,*/ + NULL, // PACKET_SERVER_COMPANY_INFO, + NULL, // PACKET_SERVER_CLIENT_INFO, + NULL, // PACKET_SERVER_NEED_PASSWORD, RECEIVE_COMMAND(PACKET_CLIENT_PASSWORD), - NULL, /*PACKET_SERVER_WELCOME,*/ + NULL, // PACKET_SERVER_WELCOME, RECEIVE_COMMAND(PACKET_CLIENT_GETMAP), - NULL, /*PACKET_SERVER_WAIT,*/ - NULL, /*PACKET_SERVER_MAP,*/ + 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,*/ + 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,*/ + NULL, // PACKET_SERVER_COMMAND, RECEIVE_COMMAND(PACKET_CLIENT_CHAT), - NULL, /*PACKET_SERVER_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,*/ + 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,*/ + NULL, // PACKET_CLIENT_CHECK_NEWGRFS, RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED), - NULL, /*PACKET_SERVER_MOVE,*/ + NULL, // PACKET_SERVER_MOVE, RECEIVE_COMMAND(PACKET_CLIENT_MOVE), - NULL, /*PACKET_SERVER_COMPANY_UPDATE,*/ - NULL, /*PACKET_SERVER_CONFIG_UPDATE,*/ + NULL, // PACKET_SERVER_COMPANY_UPDATE, + NULL, // PACKET_SERVER_CONFIG_UPDATE, }; -// If this fails, check the array above with network_data.h +/* 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) @@ -1373,7 +1373,7 @@ void NetworkPopulateCompanyStats(NetworkCompanyStats *stats) stats[v->owner].num_vehicle[type]++; } - // Go through all stations and count the types of stations + /* Go through all stations and count the types of stations */ FOR_ALL_STATIONS(s) { if (IsValidCompanyID(s->owner)) { NetworkCompanyStats *npi = &stats[s->owner]; @@ -1387,7 +1387,7 @@ void NetworkPopulateCompanyStats(NetworkCompanyStats *stats) } } -// Send a packet to all clients with updated info about this client_id +/* Send a packet to all clients with updated info about this client_id */ void NetworkUpdateClientInfo(ClientID client_id) { NetworkClientSocket *cs; @@ -1465,8 +1465,8 @@ static void NetworkAutoCleanCompanies() } } -// This function changes new_name to a name that is unique (by adding #1 ...) -// and it returns true if that succeeded. +/* This function changes new_name to a name that is unique (by adding #1 ...) + * and it returns true if that succeeded. */ bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH]) { bool found_name = false; @@ -1530,7 +1530,7 @@ bool NetworkServerChangeClientName(ClientID client_id, const char *new_name) return true; } -// Reads a packet from the stream +/* Reads a packet from the stream */ bool NetworkServer_ReadPackets(NetworkClientSocket *cs) { Packet *p; @@ -1548,7 +1548,7 @@ bool NetworkServer_ReadPackets(NetworkClientSocket *cs) return true; } -// Handle the local command-queue +/* Handle the local command-queue */ static void NetworkHandleCommandQueue(NetworkClientSocket *cs) { CommandPacket *cp; @@ -1561,7 +1561,7 @@ static void NetworkHandleCommandQueue(NetworkClientSocket *cs) } } -// This is called every tick if this is a _network_server +/* This is called every tick if this is a _network_server */ void NetworkServer_Tick(bool send_frame) { NetworkClientSocket *cs; @@ -1576,23 +1576,23 @@ void NetworkServer_Tick(bool send_frame) } #endif - // Now we are done with the frame, inform the clients that they can - // do their frame! + /* Now we are done with the frame, inform the clients that they can + * do their frame! */ FOR_ALL_CLIENT_SOCKETS(cs) { - // Check if the speed of the client is what we can expect from a client + /* Check if the speed of the client is what we can expect from a client */ if (cs->status == STATUS_ACTIVE) { - // 1 lag-point per day + /* 1 lag-point per day */ int lag = NetworkCalculateLag(cs) / DAY_TICKS; if (lag > 0) { if (lag > 3) { - // Client did still not report in after 4 game-day, drop him - // (that is, the 3 of above, + 1 before any lag is counted) + /* Client did still not report in after 4 game-day, drop him + * (that is, the 3 of above, + 1 before any lag is counted) */ IConsolePrintF(CC_ERROR,"Client #%d is dropped because the client did not respond for more than 4 game-days", cs->client_id); NetworkCloseClient(cs); continue; } - // Report once per time we detect the lag + /* Report once per time we detect the lag */ if (cs->lag_test == 0) { IConsolePrintF(CC_WARNING,"[%d] Client #%d is slow, try increasing *net_frame_freq to a higher value!", _frame_counter, cs->client_id); cs->lag_test = 1; @@ -1615,14 +1615,14 @@ void NetworkServer_Tick(bool send_frame) } if (cs->status >= STATUS_PRE_ACTIVE) { - // Check if we can send command, and if we have anything in the queue + /* Check if we can send command, and if we have anything in the queue */ NetworkHandleCommandQueue(cs); - // Send an updated _frame_counter_max to the client + /* Send an updated _frame_counter_max to the client */ if (send_frame) SEND_COMMAND(PACKET_SERVER_FRAME)(cs); #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME - // Send a sync-check packet + /* Send a sync-check packet */ if (send_sync) SEND_COMMAND(PACKET_SERVER_SYNC)(cs); #endif } diff --git a/src/network/network_udp.cpp b/src/network/network_udp.cpp index 00c5410db..6f533937e 100644 --- a/src/network/network_udp.cpp +++ b/src/network/network_udp.cpp @@ -69,7 +69,7 @@ public: DEF_UDP_RECEIVE_COMMAND(Server, PACKET_UDP_CLIENT_FIND_SERVER) { - // Just a fail-safe.. should never happen + /* Just a fail-safe.. should never happen */ if (!_network_udp_server) { return; } @@ -101,7 +101,7 @@ DEF_UDP_RECEIVE_COMMAND(Server, PACKET_UDP_CLIENT_FIND_SERVER) Packet packet(PACKET_UDP_SERVER_RESPONSE); this->Send_NetworkGameInfo(&packet, &ngi); - // Let the client know that we are here + /* Let the client know that we are here */ this->SendPacket(&packet, client_addr); DEBUG(net, 2, "[udp] queried from '%s'", inet_ntoa(client_addr->sin_addr)); @@ -109,7 +109,7 @@ DEF_UDP_RECEIVE_COMMAND(Server, PACKET_UDP_CLIENT_FIND_SERVER) DEF_UDP_RECEIVE_COMMAND(Server, PACKET_UDP_CLIENT_DETAIL_INFO) { - // Just a fail-safe.. should never happen + /* Just a fail-safe.. should never happen */ if (!_network_udp_server) return; Packet packet(PACKET_UDP_SERVER_DETAIL_INFO); @@ -214,12 +214,12 @@ DEF_UDP_RECEIVE_COMMAND(Client, PACKET_UDP_SERVER_RESPONSE) { NetworkGameList *item; - // Just a fail-safe.. should never happen + /* Just a fail-safe.. should never happen */ if (_network_udp_server) return; DEBUG(net, 4, "[udp] server response from %s:%d", inet_ntoa(client_addr->sin_addr), ntohs(client_addr->sin_port)); - // Find next item + /* Find next item */ item = NetworkGameListAddItem(inet_addr(inet_ntoa(client_addr->sin_addr)), ntohs(client_addr->sin_port)); this->Recv_NetworkGameInfo(p, &item->info); @@ -347,7 +347,7 @@ void ClientNetworkUDPSocketHandler::HandleIncomingNetworkGameInfoGRFConfig(GRFCo SetBit(config->flags, GCF_COPY); } -// Close UDP connection +/* Close UDP connection */ void NetworkUDPCloseAll() { DEBUG(net, 1, "[udp] closed listeners"); @@ -362,7 +362,7 @@ void NetworkUDPCloseAll() _network_udp_broadcast = 0; } -// Broadcast to all ips +/* Broadcast to all ips */ static void NetworkUDPBroadCast(NetworkUDPSocketHandler *socket) { uint i; @@ -382,7 +382,7 @@ static void NetworkUDPBroadCast(NetworkUDPSocketHandler *socket) } -// Request the the server-list from the master server +/* Request the the server-list from the master server */ void NetworkUDPQueryMasterServer() { struct sockaddr_in out_addr; @@ -397,7 +397,7 @@ void NetworkUDPQueryMasterServer() out_addr.sin_port = htons(NETWORK_MASTER_SERVER_PORT); out_addr.sin_addr.s_addr = NetworkResolveHost(NETWORK_MASTER_SERVER_HOST); - // packet only contains protocol version + /* packet only contains protocol version */ p.Send_uint8(NETWORK_MASTER_SERVER_VERSION); _udp_client_socket->SendPacket(&p, &out_addr); @@ -405,13 +405,13 @@ void NetworkUDPQueryMasterServer() DEBUG(net, 2, "[udp] master server queried at %s:%d", inet_ntoa(out_addr.sin_addr), ntohs(out_addr.sin_port)); } -// Find all servers +/* Find all servers */ void NetworkUDPSearchGame() { - // We are still searching.. + /* We are still searching.. */ if (_network_udp_broadcast > 0) return; - // No UDP-socket yet.. + /* No UDP-socket yet.. */ if (!_udp_client_socket->IsConnected()) { if (!_udp_client_socket->Listen(0, 0, true)) return; } @@ -465,7 +465,7 @@ void NetworkUDPQueryServerThread(void *pntr) void NetworkUDPQueryServer(NetworkAddress address, bool manually) { - // No UDP-socket yet.. + /* No UDP-socket yet.. */ if (!_udp_client_socket->IsConnected()) { if (!_udp_client_socket->Listen(0, 0, true)) return; } |