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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_query.h Query part of the network protocol. */
#ifndef NETWORK_QUERY_H
#define NETWORK_QUERY_H
#include "network_internal.h"
/** Class for handling the client side of quering a game server. */
class QueryNetworkGameSocketHandler : public ZeroedMemoryAllocator, public NetworkGameSocketHandler {
private:
static std::vector<std::unique_ptr<QueryNetworkGameSocketHandler>> queries; ///< Pending queries.
std::string connection_string; ///< Address we are connected to.
protected:
NetworkRecvStatus Receive_SERVER_FULL(Packet *p) override;
NetworkRecvStatus Receive_SERVER_BANNED(Packet *p) override;
NetworkRecvStatus Receive_SERVER_ERROR(Packet *p) override;
NetworkRecvStatus Receive_SERVER_GAME_INFO(Packet *p) override;
NetworkRecvStatus SendGameInfo();
bool CheckConnection();
void Send();
bool Receive();
public:
/**
* Create a new socket for the client side of quering game server.
* @param s The socket to connect with.
* @param connection_string The connection string of the server.
*/
QueryNetworkGameSocketHandler(SOCKET s, const std::string &connection_string) : NetworkGameSocketHandler(s), connection_string(connection_string) {}
/**
* Start to query a server based on an open socket.
* @param s The socket to connect with.
* @param connection_string The connection string of the server.
*/
static void QueryServer(SOCKET s, const std::string &connection_string)
{
auto query = std::make_unique<QueryNetworkGameSocketHandler>(s, connection_string);
query->SendGameInfo();
QueryNetworkGameSocketHandler::queries.push_back(std::move(query));
}
static void SendReceive();
NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override;
};
#endif /* NETWORK_QUERY_H */
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