/* $Id$ */ /* * 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 network_client.h Client part of the network protocol. */ #ifndef NETWORK_CLIENT_H #define NETWORK_CLIENT_H #ifdef ENABLE_NETWORK #include "network_internal.h" /** Class for handling the client side of the game connection. */ class ClientNetworkGameSocketHandler : public ZeroedMemoryAllocator, public NetworkGameSocketHandler { private: FILE *download_file; ///< Handle used for downloading the savegame. protected: friend void NetworkExecuteLocalCommandQueue(); friend void NetworkClose(bool close_admins); static ClientNetworkGameSocketHandler *my_client; DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FULL); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_BANNED); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WELCOME); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WAIT); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_JOIN); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FRAME); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SYNC); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMMAND); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHAT); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_QUIT); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_RCON); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHECK_NEWGRFS); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MOVE); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE); DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE); static NetworkRecvStatus SendNewGRFsOk(); static NetworkRecvStatus SendGetMap(); static NetworkRecvStatus SendMapOk(); public: ClientNetworkGameSocketHandler(SOCKET s); ~ClientNetworkGameSocketHandler(); NetworkRecvStatus CloseConnection(NetworkRecvStatus status); void ClientError(NetworkRecvStatus res); static NetworkRecvStatus SendCompanyInformationQuery(); static NetworkRecvStatus SendJoin(); static NetworkRecvStatus SendCommand(const CommandPacket *cp); static NetworkRecvStatus SendError(NetworkErrorCode errorno); static NetworkRecvStatus SendQuit(); static NetworkRecvStatus SendAck(); static NetworkRecvStatus SendGamePassword(const char *password); static NetworkRecvStatus SendCompanyPassword(const char *password); static NetworkRecvStatus SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data); static NetworkRecvStatus SendSetPassword(const char *password); static NetworkRecvStatus SendSetName(const char *name); static NetworkRecvStatus SendRCon(const char *password, const char *command); static NetworkRecvStatus SendMove(CompanyID company, const char *password); static void Send(); static bool Receive(); static bool GameLoop(); }; typedef ClientNetworkGameSocketHandler MyClient; void NetworkClient_Connected(); extern CompanyID _network_join_as; extern const char *_network_join_server_password; extern const char *_network_join_company_password; #endif /* ENABLE_NETWORK */ #endif /* NETWORK_CLIENT_H */