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/* $Id$ */
/*
* 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 <http://www.gnu.org/licenses/>.
*/
/**
* @file core.h Base for all network types (UDP and TCP)
*/
#ifndef NETWORK_CORE_CORE_H
#define NETWORK_CORE_CORE_H
#include "../../newgrf_config.h"
#include "config.h"
#ifdef ENABLE_NETWORK
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 connection 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 querying the server
};
/** Forward declaration due to circular dependencies */
struct Packet;
/**
* SocketHandler for all network sockets in OpenTTD.
*/
class NetworkSocketHandler {
bool has_quit; ///< Whether the current client has quit/send a bad packet
public:
/** Create a new unbound socket */
NetworkSocketHandler() { this->has_quit = false; }
/** Close the socket when destructing 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.
* @param error Whether we quit under an error condition or not.
* @return new status of the connection.
*/
virtual NetworkRecvStatus CloseConnection(bool error = true) { this->has_quit = true; return NETWORK_RECV_STATUS_OKAY; }
/**
* 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; }
/**
* Reopen the socket so we can send/receive stuff again.
*/
void Reopen() { this->has_quit = false; }
void SendGRFIdentifier(Packet *p, const GRFIdentifier *grf);
void ReceiveGRFIdentifier(Packet *p, GRFIdentifier *grf);
void SendCompanyInformation(Packet *p, const struct Company *c, const struct NetworkCompanyStats *stats, uint max_len = NETWORK_COMPANY_NAME_LENGTH);
};
#endif /* ENABLE_NETWORK */
#endif /* NETWORK_CORE_CORE_H */
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