mirror of
https://github.com/OpenTTD/OpenTTD.git
synced 2025-03-05 22:04:57 +00:00
(svn r15079) -Codechange: split tcp 'backend' and in-game handling like it is for UDP.
This commit is contained in:
parent
6fe54a2d1a
commit
e18c24cdb5
@ -3231,6 +3231,14 @@
|
||||
RelativePath=".\..\src\network\core\tcp.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\..\src\network\core\tcp_game.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\..\src\network\core\tcp_game.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\..\src\network\core\udp.cpp"
|
||||
>
|
||||
|
@ -3228,6 +3228,14 @@
|
||||
RelativePath=".\..\src\network\core\tcp.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\..\src\network\core\tcp_game.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\..\src\network\core\tcp_game.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\..\src\network\core\udp.cpp"
|
||||
>
|
||||
|
@ -776,6 +776,8 @@ network/core/packet.cpp
|
||||
network/core/packet.h
|
||||
network/core/tcp.cpp
|
||||
network/core/tcp.h
|
||||
network/core/tcp_game.cpp
|
||||
network/core/tcp_game.h
|
||||
network/core/udp.cpp
|
||||
network/core/udp.h
|
||||
|
||||
|
@ -43,7 +43,7 @@ public:
|
||||
SOCKET sock; ///< The socket currently connected to
|
||||
public:
|
||||
/** Create a new unbound socket */
|
||||
NetworkSocketHandler() { this->sock = INVALID_SOCKET; this->has_quit = false; }
|
||||
NetworkSocketHandler(SOCKET s = INVALID_SOCKET) { this->sock = s; this->has_quit = false; }
|
||||
|
||||
/** Close the socket when distructing the socket handler */
|
||||
virtual ~NetworkSocketHandler() { this->Close(); }
|
||||
|
@ -8,31 +8,17 @@
|
||||
|
||||
#include "../../stdafx.h"
|
||||
#include "../../debug.h"
|
||||
#include "../../openttd.h"
|
||||
#include "../../variables.h"
|
||||
|
||||
#include "../network_internal.h"
|
||||
#include "packet.h"
|
||||
#include "tcp.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)
|
||||
NetworkTCPSocketHandler::NetworkTCPSocketHandler(SOCKET s) :
|
||||
NetworkSocketHandler(s),
|
||||
packet_queue(NULL), packet_recv(NULL), writable(false)
|
||||
{
|
||||
this->sock = INVALID_SOCKET;
|
||||
this->client_id = client_id;
|
||||
this->status = STATUS_INACTIVE;
|
||||
}
|
||||
|
||||
NetworkClientSocket::~NetworkClientSocket()
|
||||
NetworkTCPSocketHandler::~NetworkTCPSocketHandler()
|
||||
{
|
||||
if (this->sock != INVALID_SOCKET) closesocket(this->sock);
|
||||
this->writable = false;
|
||||
@ -47,39 +33,7 @@ NetworkClientSocket::~NetworkClientSocket()
|
||||
delete this->packet_recv;
|
||||
this->packet_recv = NULL;
|
||||
|
||||
while (this->command_queue != NULL) {
|
||||
CommandPacket *p = this->command_queue->next;
|
||||
free(this->command_queue);
|
||||
this->command_queue = p;
|
||||
}
|
||||
|
||||
this->sock = INVALID_SOCKET;
|
||||
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;
|
||||
}
|
||||
|
||||
/**
|
||||
@ -88,7 +42,7 @@ NetworkRecvStatus NetworkClientSocket::CloseConnection()
|
||||
* if the OS-network-buffer is full)
|
||||
* @param packet the packet to send
|
||||
*/
|
||||
void NetworkClientSocket::Send_Packet(Packet *packet)
|
||||
void NetworkTCPSocketHandler::Send_Packet(Packet *packet)
|
||||
{
|
||||
Packet *p;
|
||||
assert(packet != NULL);
|
||||
@ -114,7 +68,7 @@ void NetworkClientSocket::Send_Packet(Packet *packet)
|
||||
* data right now (full network-buffer, it happens ;))
|
||||
* 3) sending took too long
|
||||
*/
|
||||
bool NetworkClientSocket::Send_Packets()
|
||||
bool NetworkTCPSocketHandler::Send_Packets()
|
||||
{
|
||||
ssize_t res;
|
||||
Packet *p;
|
||||
@ -163,7 +117,7 @@ bool NetworkClientSocket::Send_Packets()
|
||||
* @param status the variable to store the status into
|
||||
* @return the received packet (or NULL when it didn't receive one)
|
||||
*/
|
||||
Packet *NetworkClientSocket::Recv_Packet(NetworkRecvStatus *status)
|
||||
Packet *NetworkTCPSocketHandler::Recv_Packet(NetworkRecvStatus *status)
|
||||
{
|
||||
ssize_t res;
|
||||
Packet *p;
|
||||
@ -242,7 +196,7 @@ Packet *NetworkClientSocket::Recv_Packet(NetworkRecvStatus *status)
|
||||
return p;
|
||||
}
|
||||
|
||||
bool NetworkClientSocket::IsPacketQueueEmpty()
|
||||
bool NetworkTCPSocketHandler::IsPacketQueueEmpty()
|
||||
{
|
||||
return this->packet_queue == NULL;
|
||||
}
|
||||
|
@ -13,114 +13,24 @@
|
||||
#include "core.h"
|
||||
#include "packet.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;
|
||||
|
||||
/** 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 */
|
||||
class NetworkTCPSocketHandler : public NetworkSocketHandler {
|
||||
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; }
|
||||
|
||||
const char *Recv_Command(Packet *p, CommandPacket *cp);
|
||||
void Send_Command(Packet *p, const CommandPacket *cp);
|
||||
NetworkTCPSocketHandler(SOCKET s = INVALID_SOCKET);
|
||||
~NetworkTCPSocketHandler();
|
||||
};
|
||||
|
||||
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 */
|
||||
|
69
src/network/core/tcp_game.cpp
Normal file
69
src/network/core/tcp_game.cpp
Normal file
@ -0,0 +1,69 @@
|
||||
/* $Id$ */
|
||||
|
||||
/**
|
||||
* @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 */
|
117
src/network/core/tcp_game.h
Normal file
117
src/network/core/tcp_game.h
Normal file
@ -0,0 +1,117 @@
|
||||
/* $Id$ */
|
||||
|
||||
/**
|
||||
* @file tcp_game.h Basic functions to receive and send TCP packets for game purposes.
|
||||
*/
|
||||
|
||||
#ifndef NETWORK_CORE_TCP_GAME_H
|
||||
#define NETWORK_CORE_TCP_GAME_H
|
||||
|
||||
#ifdef ENABLE_NETWORK
|
||||
|
||||
#include "os_abstraction.h"
|
||||
#include "tcp.h"
|
||||
#include "packet.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;
|
||||
|
||||
/** 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 NetworkTCPSocketHandler {
|
||||
/* TODO: rewrite into a proper class */
|
||||
private:
|
||||
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
|
||||
|
||||
CommandPacket *command_queue; ///< The command-queue awaiting delivery
|
||||
|
||||
NetworkRecvStatus CloseConnection();
|
||||
|
||||
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; }
|
||||
|
||||
const char *Recv_Command(Packet *p, CommandPacket *cp);
|
||||
void Send_Command(Packet *p, const CommandPacket *cp);
|
||||
};
|
||||
|
||||
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_GAME_H */
|
@ -14,7 +14,7 @@
|
||||
#include "core/core.h"
|
||||
#include "core/config.h"
|
||||
#include "core/packet.h"
|
||||
#include "core/tcp.h"
|
||||
#include "core/tcp_game.h"
|
||||
|
||||
#include "../command_type.h"
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user