/* * 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_server.h Server part of the network protocol. */ #ifndef NETWORK_SERVER_H #define NETWORK_SERVER_H #include "network_internal.h" #include "core/tcp_listen.h" class ServerNetworkGameSocketHandler; /** Make the code look slightly nicer/simpler. */ typedef ServerNetworkGameSocketHandler NetworkClientSocket; /** Pool with all client sockets. */ typedef Pool NetworkClientSocketPool; extern NetworkClientSocketPool _networkclientsocket_pool; /** Class for handling the server side of the game connection. */ class ServerNetworkGameSocketHandler : public NetworkClientSocketPool::PoolItem<&_networkclientsocket_pool>, public NetworkGameSocketHandler, public TCPListenHandler { protected: NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p) override; NetworkRecvStatus Receive_CLIENT_COMPANY_INFO(Packet *p) override; NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p) override; NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p) override; NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p) override; NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet *p) override; NetworkRecvStatus Receive_CLIENT_ACK(Packet *p) override; NetworkRecvStatus Receive_CLIENT_COMMAND(Packet *p) override; NetworkRecvStatus Receive_CLIENT_CHAT(Packet *p) override; NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet *p) override; NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet *p) override; NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p) override; NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p) override; NetworkRecvStatus Receive_CLIENT_RCON(Packet *p) override; NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet *p) override; NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p) override; NetworkRecvStatus SendCompanyInfo(); NetworkRecvStatus SendNewGRFCheck(); NetworkRecvStatus SendWelcome(); NetworkRecvStatus SendWait(); NetworkRecvStatus SendNeedGamePassword(); NetworkRecvStatus SendNeedCompanyPassword(); public: /** Status of a client */ enum ClientStatus { STATUS_INACTIVE, ///< The client is not connected nor active. STATUS_NEWGRFS_CHECK, ///< The client is checking NewGRFs. STATUS_AUTH_GAME, ///< The client is authorizing with game (server) password. STATUS_AUTH_COMPANY, ///< The client is authorizing with company password. STATUS_AUTHORIZED, ///< The client is authorized. STATUS_MAP_WAIT, ///< The client is waiting as someone else is downloading the map. STATUS_MAP, ///< The client is downloading the map. STATUS_DONE_MAP, ///< The client has downloaded the map. STATUS_PRE_ACTIVE, ///< The client is catching up the delayed frames. STATUS_ACTIVE, ///< The client is active within in the game. STATUS_END, ///< Must ALWAYS be on the end of this list!! (period). }; byte lag_test; ///< Byte used for lag-testing the client byte last_token; ///< The last random token we did send to verify the client is listening uint32 last_token_frame; ///< The last frame we received the right token ClientStatus status; ///< Status of this client CommandQueue outgoing_queue; ///< The command-queue awaiting delivery int receive_limit; ///< Amount of bytes that we can receive at this moment struct PacketWriter *savegame; ///< Writer used to write the savegame. NetworkAddress client_address; ///< IP-address of the client (so he can be banned) ServerNetworkGameSocketHandler(SOCKET s); ~ServerNetworkGameSocketHandler(); virtual Packet *ReceivePacket() override; NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override; void GetClientName(char *client_name, const char *last) const; void CheckNextClientToSendMap(NetworkClientSocket *ignore_cs = nullptr); NetworkRecvStatus SendMap(); NetworkRecvStatus SendErrorQuit(ClientID client_id, NetworkErrorCode errorno); NetworkRecvStatus SendQuit(ClientID client_id); NetworkRecvStatus SendShutdown(); NetworkRecvStatus SendNewGame(); NetworkRecvStatus SendRConResult(uint16 colour, const char *command); NetworkRecvStatus SendMove(ClientID client_id, CompanyID company_id); NetworkRecvStatus SendClientInfo(NetworkClientInfo *ci); NetworkRecvStatus SendError(NetworkErrorCode error, const char *reason = nullptr); NetworkRecvStatus SendChat(NetworkAction action, ClientID client_id, bool self_send, const char *msg, int64 data); NetworkRecvStatus SendJoin(ClientID client_id); NetworkRecvStatus SendFrame(); NetworkRecvStatus SendSync(); NetworkRecvStatus SendCommand(const CommandPacket *cp); NetworkRecvStatus SendCompanyUpdate(); NetworkRecvStatus SendConfigUpdate(); static void Send(); static void AcceptConnection(SOCKET s, const NetworkAddress &address); static bool AllowConnection(); /** * Get the name used by the listener. * @return the name to show in debug logs and the like. */ static const char *GetName() { return "server"; } const char *GetClientIP(); static ServerNetworkGameSocketHandler *GetByClientID(ClientID client_id); }; void NetworkServer_Tick(bool send_frame); void NetworkServerSetCompanyPassword(CompanyID company_id, const char *password, bool already_hashed = true); void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded); #endif /* NETWORK_SERVER_H */