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/* $Id$ */
/**
* @file core.h Base for all network types (UDP and TCP)
*/
#ifndef NETWORK_CORE_H
#define NETWORK_CORE_H
#ifdef ENABLE_NETWORK
#include "os_abstraction.h"
#include "../../newgrf_config.h"
bool NetworkCoreInitialize();
void NetworkCoreShutdown();
/** Status of a network client; reasons why a client has quit */
enum NetworkRecvStatus {
NETWORK_RECV_STATUS_OKAY, ///< Everything is okay
NETWORK_RECV_STATUS_DESYNC, ///< A desync did occur
NETWORK_RECV_STATUS_NEWGRF_MISMATCH, ///< We did not have the required NewGRFs
NETWORK_RECV_STATUS_SAVEGAME, ///< Something went wrong (down)loading the savegame
NETWORK_RECV_STATUS_CONN_LOST, ///< The conection is 'just' lost
NETWORK_RECV_STATUS_MALFORMED_PACKET, ///< We apparently send a malformed packet
NETWORK_RECV_STATUS_SERVER_ERROR, ///< The server told us we made an error
NETWORK_RECV_STATUS_SERVER_FULL, ///< The server is full
NETWORK_RECV_STATUS_SERVER_BANNED, ///< The server has banned us
NETWORK_RECV_STATUS_CLOSE_QUERY, ///< Done quering the server
};
/** Forward declaration due to circular dependencies */
struct Packet;
/**
* SocketHandler for all network sockets in OpenTTD.
*/
class NetworkSocketHandler {
public:
/* TODO: make socket & has_quit protected once the TCP stuff
*is in a real class too */
bool has_quit; ///< Whether the current client has quit/send a bad packet
SOCKET sock; ///< The socket currently connected to
public:
/** Create a new unbound socket */
NetworkSocketHandler() { this->sock = INVALID_SOCKET; this->has_quit = false; }
/** Close the socket when distructing the socket handler */
virtual ~NetworkSocketHandler() { this->Close(); }
/** Really close the socket */
virtual void Close() {}
/**
* Close the current connection; for TCP this will be mostly equivalent
* to Close(), but for UDP it just means the packet has to be dropped.
* @return new status of the connection.
*/
virtual NetworkRecvStatus CloseConnection() { this->has_quit = true; return NETWORK_RECV_STATUS_OKAY; }
/**
* Whether this socket is currently bound to a socket.
* @return true when the socket is bound, false otherwise
*/
bool IsConnected() const { return this->sock != INVALID_SOCKET; }
/**
* Whether the current client connected to the socket has quit.
* In the case of UDP, for example, once a client quits (send bad
* data), the socket in not closed; only the packet is dropped.
* @return true when the current client has quit, false otherwise
*/
bool HasClientQuit() const { return this->has_quit; }
void Send_GRFIdentifier(Packet *p, const GRFIdentifier *grf);
void Recv_GRFIdentifier(Packet *p, GRFIdentifier *grf);
void Send_CompanyInformation(Packet *p, const struct Company *c, const struct NetworkCompanyStats *stats);
};
#endif /* ENABLE_NETWORK */
#endif /* NETWORK_CORE_H */
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