/* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see . */ /** * @file tcp_turn.h Basic functions to receive and send TCP packets to/from the TURN server. */ #ifndef NETWORK_CORE_TCP_TURN_H #define NETWORK_CORE_TCP_TURN_H #include "os_abstraction.h" #include "tcp.h" #include "packet.h" #include "game_info.h" /** Enum with all types of TCP TURN packets. The order MUST not be changed. **/ enum PacketTurnType { PACKET_TURN_TURN_ERROR, ///< TURN server is unable to relay. PACKET_TURN_SERCLI_CONNECT, ///< Client or server is connecting to the TURN server. PACKET_TURN_TURN_CONNECTED, ///< TURN server indicates the socket is now being relayed. PACKET_TURN_END, ///< Must ALWAYS be on the end of this list!! (period) }; /** Base socket handler for all TURN TCP sockets. */ class NetworkTurnSocketHandler : public NetworkTCPSocketHandler { protected: bool ReceiveInvalidPacket(PacketTurnType type); /** * TURN server was unable to connect the client or server based on the * token. Most likely cause is an invalid token or the other side that * hasn't connected in a reasonable amount of time. * * @param p The packet that was just received. * @return True upon success, otherwise false. */ virtual bool Receive_TURN_ERROR(Packet *p); /** * Client or servers wants to connect to the TURN server (on request by * the Game Coordinator). * * uint8 Game Coordinator protocol version. * string Token to track the current TURN request. * * @param p The packet that was just received. * @return True upon success, otherwise false. */ virtual bool Receive_SERCLI_CONNECT(Packet *p); /** * TURN server has connected client and server together and will now relay * all packets to each other. No further TURN packets should be send over * this socket, and the socket should be handed over to the game protocol. * * string Hostname of the peer. This can be used to check if a client is not banned etc. * * @param p The packet that was just received. * @return True upon success, otherwise false. */ virtual bool Receive_TURN_CONNECTED(Packet *p); bool HandlePacket(Packet *p); public: /** * Create a new cs socket handler for a given cs. * @param s the socket we are connected with. * @param address IP etc. of the client. */ NetworkTurnSocketHandler(SOCKET s = INVALID_SOCKET) : NetworkTCPSocketHandler(s) {} bool ReceivePackets(); }; #endif /* NETWORK_CORE_TCP_TURN_H */