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/* $Id$ */
/**
* @file tcp_game.cpp Basic functions to receive and send TCP packets for game purposes.
*/
#ifdef ENABLE_NETWORK
#include "../../stdafx.h"
#include "../../openttd.h"
#include "../../variables.h"
#include "../network_internal.h"
#include "packet.h"
#include "tcp_game.h"
#include "table/strings.h"
#include "../../oldpool_func.h"
/** Make very sure the preconditions given in network_type.h are actually followed */
assert_compile(MAX_CLIENT_SLOTS == (MAX_CLIENT_SLOTS >> NCI_BITS_PER_POOL_BLOCK) << NCI_BITS_PER_POOL_BLOCK);
assert_compile(MAX_CLIENT_SLOTS > MAX_CLIENTS);
typedef ClientIndex NetworkClientSocketID;
DEFINE_OLD_POOL_GENERIC(NetworkClientSocket, NetworkClientSocket);
NetworkClientSocket::NetworkClientSocket(ClientID client_id)
{
this->client_id = client_id;
this->status = STATUS_INACTIVE;
}
NetworkClientSocket::~NetworkClientSocket()
{
while (this->command_queue != NULL) {
CommandPacket *p = this->command_queue->next;
free(this->command_queue);
this->command_queue = p;
}
this->client_id = INVALID_CLIENT_ID;
this->status = STATUS_INACTIVE;
}
/**
* Functions to help NetworkRecv_Packet/NetworkSend_Packet a bit
* A socket can make errors. When that happens this handles what to do.
* For clients: close connection and drop back to main-menu
* For servers: close connection and that is it
* @return the new status
* TODO: needs to be splitted when using client and server socket packets
*/
NetworkRecvStatus NetworkClientSocket::CloseConnection()
{
/* Clients drop back to the main menu */
if (!_network_server && _networking) {
_switch_mode = SM_MENU;
_networking = false;
extern StringID _switch_mode_errorstr;
_switch_mode_errorstr = STR_NETWORK_ERR_LOSTCONNECTION;
return NETWORK_RECV_STATUS_CONN_LOST;
}
NetworkCloseClient(this);
return NETWORK_RECV_STATUS_OKAY;
}
#endif /* ENABLE_NETWORK */
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