/* $Id$ */ /** * @file tcp_game.cpp Basic functions to receive and send TCP packets for game purposes. */ #ifdef ENABLE_NETWORK #include "../../stdafx.h" #include "../../openttd.h" #include "../../variables.h" #include "../network_internal.h" #include "packet.h" #include "tcp_game.h" #include "table/strings.h" #include "../../oldpool_func.h" /** Make very sure the preconditions given in network_type.h are actually followed */ assert_compile(MAX_CLIENT_SLOTS == (MAX_CLIENT_SLOTS >> NCI_BITS_PER_POOL_BLOCK) << NCI_BITS_PER_POOL_BLOCK); assert_compile(MAX_CLIENT_SLOTS > MAX_CLIENTS); typedef ClientIndex NetworkClientSocketID; DEFINE_OLD_POOL_GENERIC(NetworkClientSocket, NetworkClientSocket); NetworkClientSocket::NetworkClientSocket(ClientID client_id) { this->client_id = client_id; this->status = STATUS_INACTIVE; } NetworkClientSocket::~NetworkClientSocket() { while (this->command_queue != NULL) { CommandPacket *p = this->command_queue->next; free(this->command_queue); this->command_queue = p; } this->client_id = INVALID_CLIENT_ID; this->status = STATUS_INACTIVE; } /** * Functions to help NetworkRecv_Packet/NetworkSend_Packet a bit * A socket can make errors. When that happens this handles what to do. * For clients: close connection and drop back to main-menu * For servers: close connection and that is it * @return the new status * TODO: needs to be splitted when using client and server socket packets */ NetworkRecvStatus NetworkClientSocket::CloseConnection() { /* Clients drop back to the main menu */ if (!_network_server && _networking) { _switch_mode = SM_MENU; _networking = false; extern StringID _switch_mode_errorstr; _switch_mode_errorstr = STR_NETWORK_ERR_LOSTCONNECTION; return NETWORK_RECV_STATUS_CONN_LOST; } NetworkCloseClient(this); return NETWORK_RECV_STATUS_OKAY; } #endif /* ENABLE_NETWORK */