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/*
* 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 network_coordinator.h Part of the network protocol handling Game Coordinator requests. */
#ifndef NETWORK_COORDINATOR_H
#define NETWORK_COORDINATOR_H
#include "core/tcp_coordinator.h"
/**
* Game Coordinator communication.
*
* For servers:
* - Server sends SERVER_REGISTER.
* - Game Coordinator probes server to check if it can directly connect.
* - Game Coordinator sends GC_REGISTER_ACK with type of connection.
* - Server sends every 30 seconds SERVER_UPDATE.
*/
/** Class for handling the client side of the Game Coordinator connection. */
class ClientNetworkCoordinatorSocketHandler : public NetworkCoordinatorSocketHandler {
private:
std::chrono::steady_clock::time_point next_update; ///< When to send the next update (if server and public).
protected:
bool Receive_GC_ERROR(Packet *p) override;
bool Receive_GC_REGISTER_ACK(Packet *p) override;
public:
bool connecting; ///< Are we connecting to the Game Coordinator?
ClientNetworkCoordinatorSocketHandler() : connecting(false) {}
NetworkRecvStatus CloseConnection(bool error = true) override;
void SendReceive();
void Connect();
void Register();
void SendServerUpdate();
};
extern ClientNetworkCoordinatorSocketHandler _network_coordinator_client;
#endif /* NETWORK_COORDINATOR_H */
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