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/* $Id$ */
/**
* @file tcp.h Basic functions to receive and send TCP packets.
*/
#ifndef NETWORK_CORE_TCP_H
#define NETWORK_CORE_TCP_H
#ifdef ENABLE_NETWORK
#include "os_abstraction.h"
#include "core.h"
#include "packet.h"
#include "../../tile_type.h"
/**
* Enum with all types of UDP packets.
* The order of the first 4 packets MUST not be changed, as
* it protects old clients from joining newer servers
* (because SERVER_ERROR is the respond to a wrong revision)
*/
enum {
PACKET_SERVER_FULL,
PACKET_SERVER_BANNED,
PACKET_CLIENT_JOIN,
PACKET_SERVER_ERROR,
PACKET_CLIENT_COMPANY_INFO,
PACKET_SERVER_COMPANY_INFO,
PACKET_SERVER_CLIENT_INFO,
PACKET_SERVER_NEED_PASSWORD,
PACKET_CLIENT_PASSWORD,
PACKET_SERVER_WELCOME,
PACKET_CLIENT_GETMAP,
PACKET_SERVER_WAIT,
PACKET_SERVER_MAP,
PACKET_CLIENT_MAP_OK,
PACKET_SERVER_JOIN,
PACKET_SERVER_FRAME,
PACKET_SERVER_SYNC,
PACKET_CLIENT_ACK,
PACKET_CLIENT_COMMAND,
PACKET_SERVER_COMMAND,
PACKET_CLIENT_CHAT,
PACKET_SERVER_CHAT,
PACKET_CLIENT_SET_PASSWORD,
PACKET_CLIENT_SET_NAME,
PACKET_CLIENT_QUIT,
PACKET_CLIENT_ERROR,
PACKET_SERVER_QUIT,
PACKET_SERVER_ERROR_QUIT,
PACKET_SERVER_SHUTDOWN,
PACKET_SERVER_NEWGAME,
PACKET_SERVER_RCON,
PACKET_CLIENT_RCON,
PACKET_SERVER_CHECK_NEWGRFS,
PACKET_CLIENT_NEWGRFS_CHECKED,
PACKET_END ///< Must ALWAYS be on the end of this list!! (period)
};
/** Packet that wraps a command */
struct CommandPacket {
CommandPacket *next; ///< the next command packet (if in queue)
CompanyByte company; ///< company that is executing the command
uint32 cmd; ///< command being executed
uint32 p1; ///< parameter p1
uint32 p2; ///< parameter p2
TileIndex tile; ///< tile command being executed on
char text[80]; ///< possible text sent for name changes etc
uint32 frame; ///< the frame in which this packet is executed
byte callback; ///< any callback function executed upon successful completion of the command
bool my_cmd; ///< did the command originate from "me"
};
/** Status of a client */
enum ClientStatus {
STATUS_INACTIVE, ///< The client is not connected nor active
STATUS_AUTHORIZING,///< The client is authorizing
STATUS_AUTH, ///< 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
};
class NetworkClientSocket;
DECLARE_OLD_POOL(NetworkClientSocket, NetworkClientSocket, NCI_BITS_PER_POOL_BLOCK, MAX_CLIENT_SLOTS >> NCI_BITS_PER_POOL_BLOCK);
/** Base socket handler for all TCP sockets */
class NetworkClientSocket : public PoolItem<NetworkClientSocket, ClientIndex, &_NetworkClientSocket_pool>, public NetworkSocketHandler {
/* TODO: rewrite into a proper class */
private:
Packet *packet_queue; ///< Packets that are awaiting delivery
Packet *packet_recv; ///< Partially received packet
NetworkClientInfo *info; ///< Client info related to this socket
public:
ClientID client_id; ///< Client identifier
uint32 last_frame; ///< Last frame we have executed
uint32 last_frame_server; ///< Last frame the server has executed
byte lag_test; ///< Byte used for lag-testing the client
ClientStatus status; ///< Status of this client
bool writable; ///< Can we write to this socket?
CommandPacket *command_queue; ///< The command-queue awaiting delivery
NetworkRecvStatus CloseConnection();
void Send_Packet(Packet *packet);
bool Send_Packets();
bool IsPacketQueueEmpty();
Packet *Recv_Packet(NetworkRecvStatus *status);
NetworkClientSocket(ClientID client_id = INVALID_CLIENT_ID);
~NetworkClientSocket();
inline bool IsValid() const { return this->IsConnected(); }
inline void SetInfo(NetworkClientInfo *info) { assert(info != NULL && this->info == NULL); this->info = info; }
inline NetworkClientInfo *GetInfo() const { return this->info; }
};
static inline bool IsValidNetworkClientSocketIndex(ClientIndex index)
{
return (uint)index < GetNetworkClientSocketPoolSize() && GetNetworkClientSocket(index)->IsValid();
}
#define FOR_ALL_CLIENT_SOCKETS_FROM(d, start) for (d = GetNetworkClientSocket(start); d != NULL; d = (d->index + 1U < GetNetworkClientSocketPoolSize()) ? GetNetworkClientSocket(d->index + 1U) : NULL) if (d->IsValid())
#define FOR_ALL_CLIENT_SOCKETS(d) FOR_ALL_CLIENT_SOCKETS_FROM(d, 0)
#endif /* ENABLE_NETWORK */
#endif /* NETWORK_CORE_TCP_H */
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