/* * 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 #include "network_internal.h" /** Class for handling the client side of the game connection. */ class ClientNetworkGameSocketHandler : public ZeroedMemoryAllocator, public NetworkGameSocketHandler { private: std::string connection_string; ///< Address we are connected to. struct PacketReader *savegame; ///< Packet reader for reading the savegame. byte token; ///< The token we need to send back to the server to prove we're the right client. /** Status of the connection with the server. */ enum ServerStatus { STATUS_INACTIVE, ///< The client is not connected nor active. STATUS_GAME_INFO, ///< We are trying to get the game information. STATUS_COMPANY_INFO, ///< We are trying to get company information. STATUS_JOIN, ///< We are trying to join a server. STATUS_NEWGRFS_CHECK, ///< Last action was checking NewGRFs. STATUS_AUTH_GAME, ///< Last action was requesting game (server) password. STATUS_AUTH_COMPANY, ///< Last action was requesting company password. STATUS_AUTHORIZED, ///< The client is authorized at the server. STATUS_MAP_WAIT, ///< The client is waiting as someone else is downloading the map. STATUS_MAP, ///< The client is downloading the map. STATUS_ACTIVE, ///< The client is active within in the game. STATUS_END, ///< Must ALWAYS be on the end of this list!! (period) }; ServerStatus status; ///< Status of the connection with the server. protected: friend void NetworkExecuteLocalCommandQueue(); friend void NetworkClose(bool close_admins); static ClientNetworkGameSocketHandler *my_client; ///< This is us! NetworkRecvStatus Receive_SERVER_FULL(Packet *p) override; NetworkRecvStatus Receive_SERVER_BANNED(Packet *p) override; NetworkRecvStatus Receive_SERVER_ERROR(Packet *p) override; NetworkRecvStatus Receive_SERVER_GAME_INFO(Packet *p) override; NetworkRecvStatus Receive_SERVER_COMPANY_INFO(Packet *p) override; NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p) override; NetworkRecvStatus Receive_SERVER_NEED_GAME_PASSWORD(Packet *p) override; NetworkRecvStatus Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p) override; NetworkRecvStatus Receive_SERVER_WELCOME(Packet *p) override; NetworkRecvStatus Receive_SERVER_WAIT(Packet *p) override; NetworkRecvStatus Receive_SERVER_MAP_BEGIN(Packet *p) override; NetworkRecvStatus Receive_SERVER_MAP_SIZE(Packet *p) override; NetworkRecvStatus Receive_SERVER_MAP_DATA(Packet *p) override; NetworkRecvStatus Receive_SERVER_MAP_DONE(Packet *p) override; NetworkRecvStatus Receive_SERVER_JOIN(Packet *p) override; NetworkRecvStatus Receive_SERVER_FRAME(Packet *p) override; NetworkRecvStatus Receive_SERVER_SYNC(Packet *p) override; NetworkRecvStatus Receive_SERVER_COMMAND(Packet *p) override; NetworkRecvStatus Receive_SERVER_CHAT(Packet *p) override; NetworkRecvStatus Receive_SERVER_QUIT(Packet *p) override; NetworkRecvStatus Receive_SERVER_ERROR_QUIT(Packet *p) override; NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet *p) override; NetworkRecvStatus Receive_SERVER_NEWGAME(Packet *p) override; NetworkRecvStatus Receive_SERVER_RCON(Packet *p) override; NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet *p) override; NetworkRecvStatus Receive_SERVER_MOVE(Packet *p) override; NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet *p) override; NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet *p) override; static NetworkRecvStatus SendNewGRFsOk(); static NetworkRecvStatus SendGetMap(); static NetworkRecvStatus SendMapOk(); void CheckConnection(); public: ClientNetworkGameSocketHandler(SOCKET s, const std::string &connection_string); ~ClientNetworkGameSocketHandler(); NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override; void ClientError(NetworkRecvStatus res); static NetworkRecvStatus SendInformationQuery(bool request_company_info); static NetworkRecvStatus SendJoin(); static NetworkRecvStatus SendCommand(const CommandPacket *cp); static NetworkRecvStatus SendError(NetworkErrorCode errorno); static NetworkRecvStatus SendQuit(); static NetworkRecvStatus SendAck(); static NetworkRecvStatus SendGamePassword(const std::string &password); static NetworkRecvStatus SendCompanyPassword(const std::string &password); static NetworkRecvStatus SendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64 data); static NetworkRecvStatus SendSetPassword(const std::string &password); static NetworkRecvStatus SendSetName(const std::string &name); static NetworkRecvStatus SendRCon(const std::string &password, const std::string &command); static NetworkRecvStatus SendMove(CompanyID company, const std::string &password); static bool IsConnected(); static void Send(); static bool Receive(); static bool GameLoop(); }; /** Helper to make the code look somewhat nicer. */ typedef ClientNetworkGameSocketHandler MyClient; void NetworkClient_Connected(); void NetworkClientSetCompanyPassword(const std::string &password); /** Information required to join a server. */ struct NetworkJoinInfo { NetworkJoinInfo() : company(COMPANY_SPECTATOR) {} std::string connection_string; ///< The address of the server to join. CompanyID company; ///< The company to join. std::string server_password; ///< The password of the server to join. std::string company_password; ///< The password of the company to join. }; extern NetworkJoinInfo _network_join; #endif /* NETWORK_CLIENT_H */