mirror of
https://github.com/OpenTTD/OpenTTD.git
synced 2025-03-06 06:15:04 +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 @@
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RelativePath=".\..\src\network\core\tcp.h"
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RelativePath=".\..\src\network\core\tcp.h"
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>
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>
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</File>
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</File>
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<File
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RelativePath=".\..\src\network\core\tcp_game.cpp"
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>
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</File>
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<File
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RelativePath=".\..\src\network\core\tcp_game.h"
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>
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</File>
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<File
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<File
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RelativePath=".\..\src\network\core\udp.cpp"
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RelativePath=".\..\src\network\core\udp.cpp"
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>
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>
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@ -3228,6 +3228,14 @@
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RelativePath=".\..\src\network\core\tcp.h"
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RelativePath=".\..\src\network\core\tcp.h"
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>
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>
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</File>
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</File>
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<File
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RelativePath=".\..\src\network\core\tcp_game.cpp"
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>
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</File>
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<File
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RelativePath=".\..\src\network\core\tcp_game.h"
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>
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</File>
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<File
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<File
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RelativePath=".\..\src\network\core\udp.cpp"
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RelativePath=".\..\src\network\core\udp.cpp"
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>
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>
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@ -776,6 +776,8 @@ network/core/packet.cpp
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network/core/packet.h
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network/core/packet.h
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network/core/tcp.cpp
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network/core/tcp.cpp
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network/core/tcp.h
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network/core/tcp.h
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network/core/tcp_game.cpp
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network/core/tcp_game.h
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network/core/udp.cpp
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network/core/udp.cpp
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network/core/udp.h
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network/core/udp.h
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@ -43,7 +43,7 @@ public:
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SOCKET sock; ///< The socket currently connected to
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SOCKET sock; ///< The socket currently connected to
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public:
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public:
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/** Create a new unbound socket */
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/** Create a new unbound socket */
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NetworkSocketHandler() { this->sock = INVALID_SOCKET; this->has_quit = false; }
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NetworkSocketHandler(SOCKET s = INVALID_SOCKET) { this->sock = s; this->has_quit = false; }
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/** Close the socket when distructing the socket handler */
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/** Close the socket when distructing the socket handler */
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virtual ~NetworkSocketHandler() { this->Close(); }
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virtual ~NetworkSocketHandler() { this->Close(); }
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@ -8,31 +8,17 @@
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#include "../../stdafx.h"
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#include "../../stdafx.h"
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#include "../../debug.h"
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#include "../../debug.h"
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#include "../../openttd.h"
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#include "../../variables.h"
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#include "../network_internal.h"
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#include "packet.h"
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#include "packet.h"
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#include "tcp.h"
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#include "tcp.h"
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#include "table/strings.h"
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NetworkTCPSocketHandler::NetworkTCPSocketHandler(SOCKET s) :
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#include "../../oldpool_func.h"
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NetworkSocketHandler(s),
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packet_queue(NULL), packet_recv(NULL), writable(false)
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/** Make very sure the preconditions given in network_type.h are actually followed */
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assert_compile(MAX_CLIENT_SLOTS == (MAX_CLIENT_SLOTS >> NCI_BITS_PER_POOL_BLOCK) << NCI_BITS_PER_POOL_BLOCK);
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assert_compile(MAX_CLIENT_SLOTS > MAX_CLIENTS);
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typedef ClientIndex NetworkClientSocketID;
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DEFINE_OLD_POOL_GENERIC(NetworkClientSocket, NetworkClientSocket);
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NetworkClientSocket::NetworkClientSocket(ClientID client_id)
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{
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{
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this->sock = INVALID_SOCKET;
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this->client_id = client_id;
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this->status = STATUS_INACTIVE;
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}
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}
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NetworkClientSocket::~NetworkClientSocket()
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NetworkTCPSocketHandler::~NetworkTCPSocketHandler()
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{
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{
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if (this->sock != INVALID_SOCKET) closesocket(this->sock);
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if (this->sock != INVALID_SOCKET) closesocket(this->sock);
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this->writable = false;
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this->writable = false;
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@ -47,39 +33,7 @@ NetworkClientSocket::~NetworkClientSocket()
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delete this->packet_recv;
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delete this->packet_recv;
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this->packet_recv = NULL;
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this->packet_recv = NULL;
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while (this->command_queue != NULL) {
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CommandPacket *p = this->command_queue->next;
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free(this->command_queue);
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this->command_queue = p;
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}
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this->sock = INVALID_SOCKET;
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this->sock = INVALID_SOCKET;
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this->client_id = INVALID_CLIENT_ID;
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this->status = STATUS_INACTIVE;
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}
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/**
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* Functions to help NetworkRecv_Packet/NetworkSend_Packet a bit
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* A socket can make errors. When that happens this handles what to do.
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* For clients: close connection and drop back to main-menu
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* For servers: close connection and that is it
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* @return the new status
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* TODO: needs to be splitted when using client and server socket packets
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*/
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NetworkRecvStatus NetworkClientSocket::CloseConnection()
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{
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/* Clients drop back to the main menu */
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if (!_network_server && _networking) {
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_switch_mode = SM_MENU;
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_networking = false;
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extern StringID _switch_mode_errorstr;
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_switch_mode_errorstr = STR_NETWORK_ERR_LOSTCONNECTION;
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return NETWORK_RECV_STATUS_CONN_LOST;
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}
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NetworkCloseClient(this);
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return NETWORK_RECV_STATUS_OKAY;
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}
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}
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/**
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/**
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@ -88,7 +42,7 @@ NetworkRecvStatus NetworkClientSocket::CloseConnection()
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* if the OS-network-buffer is full)
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* if the OS-network-buffer is full)
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* @param packet the packet to send
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* @param packet the packet to send
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*/
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*/
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void NetworkClientSocket::Send_Packet(Packet *packet)
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void NetworkTCPSocketHandler::Send_Packet(Packet *packet)
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{
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{
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Packet *p;
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Packet *p;
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assert(packet != NULL);
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assert(packet != NULL);
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@ -114,7 +68,7 @@ void NetworkClientSocket::Send_Packet(Packet *packet)
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* data right now (full network-buffer, it happens ;))
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* data right now (full network-buffer, it happens ;))
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* 3) sending took too long
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* 3) sending took too long
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*/
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*/
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bool NetworkClientSocket::Send_Packets()
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bool NetworkTCPSocketHandler::Send_Packets()
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{
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{
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ssize_t res;
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ssize_t res;
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Packet *p;
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Packet *p;
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@ -163,7 +117,7 @@ bool NetworkClientSocket::Send_Packets()
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* @param status the variable to store the status into
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* @param status the variable to store the status into
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* @return the received packet (or NULL when it didn't receive one)
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* @return the received packet (or NULL when it didn't receive one)
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*/
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*/
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Packet *NetworkClientSocket::Recv_Packet(NetworkRecvStatus *status)
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Packet *NetworkTCPSocketHandler::Recv_Packet(NetworkRecvStatus *status)
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{
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{
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ssize_t res;
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ssize_t res;
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Packet *p;
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Packet *p;
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@ -242,7 +196,7 @@ Packet *NetworkClientSocket::Recv_Packet(NetworkRecvStatus *status)
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return p;
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return p;
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}
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}
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bool NetworkClientSocket::IsPacketQueueEmpty()
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bool NetworkTCPSocketHandler::IsPacketQueueEmpty()
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{
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{
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return this->packet_queue == NULL;
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return this->packet_queue == NULL;
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}
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}
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@ -13,114 +13,24 @@
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#include "core.h"
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#include "core.h"
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#include "packet.h"
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#include "packet.h"
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/**
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* Enum with all types of UDP packets.
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* The order of the first 4 packets MUST not be changed, as
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* it protects old clients from joining newer servers
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* (because SERVER_ERROR is the respond to a wrong revision)
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*/
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enum {
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PACKET_SERVER_FULL,
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PACKET_SERVER_BANNED,
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PACKET_CLIENT_JOIN,
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PACKET_SERVER_ERROR,
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PACKET_CLIENT_COMPANY_INFO,
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PACKET_SERVER_COMPANY_INFO,
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PACKET_SERVER_CLIENT_INFO,
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PACKET_SERVER_NEED_PASSWORD,
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PACKET_CLIENT_PASSWORD,
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PACKET_SERVER_WELCOME,
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PACKET_CLIENT_GETMAP,
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PACKET_SERVER_WAIT,
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PACKET_SERVER_MAP,
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PACKET_CLIENT_MAP_OK,
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PACKET_SERVER_JOIN,
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PACKET_SERVER_FRAME,
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PACKET_SERVER_SYNC,
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PACKET_CLIENT_ACK,
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PACKET_CLIENT_COMMAND,
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PACKET_SERVER_COMMAND,
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PACKET_CLIENT_CHAT,
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PACKET_SERVER_CHAT,
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PACKET_CLIENT_SET_PASSWORD,
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PACKET_CLIENT_SET_NAME,
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PACKET_CLIENT_QUIT,
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PACKET_CLIENT_ERROR,
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PACKET_SERVER_QUIT,
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PACKET_SERVER_ERROR_QUIT,
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PACKET_SERVER_SHUTDOWN,
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PACKET_SERVER_NEWGAME,
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PACKET_SERVER_RCON,
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PACKET_CLIENT_RCON,
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PACKET_SERVER_CHECK_NEWGRFS,
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PACKET_CLIENT_NEWGRFS_CHECKED,
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PACKET_END ///< Must ALWAYS be on the end of this list!! (period)
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};
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/** Packet that wraps a command */
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struct CommandPacket;
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/** Status of a client */
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enum ClientStatus {
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STATUS_INACTIVE, ///< The client is not connected nor active
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STATUS_AUTHORIZING,///< The client is authorizing
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STATUS_AUTH, ///< The client is authorized
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STATUS_MAP_WAIT, ///< The client is waiting as someone else is downloading the map
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STATUS_MAP, ///< The client is downloading the map
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STATUS_DONE_MAP, ///< The client has downloaded the map
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STATUS_PRE_ACTIVE, ///< The client is catching up the delayed frames
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STATUS_ACTIVE, ///< The client is active within in the game
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};
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class NetworkClientSocket;
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DECLARE_OLD_POOL(NetworkClientSocket, NetworkClientSocket, NCI_BITS_PER_POOL_BLOCK, MAX_CLIENT_SLOTS >> NCI_BITS_PER_POOL_BLOCK);
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/** Base socket handler for all TCP sockets */
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/** Base socket handler for all TCP sockets */
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class NetworkClientSocket : public PoolItem<NetworkClientSocket, ClientIndex, &_NetworkClientSocket_pool>, public NetworkSocketHandler {
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class NetworkTCPSocketHandler : public NetworkSocketHandler {
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/* TODO: rewrite into a proper class */
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private:
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private:
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Packet *packet_queue; ///< Packets that are awaiting delivery
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Packet *packet_queue; ///< Packets that are awaiting delivery
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Packet *packet_recv; ///< Partially received packet
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Packet *packet_recv; ///< Partially received packet
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NetworkClientInfo *info; ///< Client info related to this socket
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public:
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public:
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ClientID client_id; ///< Client identifier
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uint32 last_frame; ///< Last frame we have executed
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uint32 last_frame_server; ///< Last frame the server has executed
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byte lag_test; ///< Byte used for lag-testing the client
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ClientStatus status; ///< Status of this client
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bool writable; ///< Can we write to this socket?
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bool writable; ///< Can we write to this socket?
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CommandPacket *command_queue; ///< The command-queue awaiting delivery
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NetworkRecvStatus CloseConnection();
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void Send_Packet(Packet *packet);
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void Send_Packet(Packet *packet);
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bool Send_Packets();
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bool Send_Packets();
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bool IsPacketQueueEmpty();
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bool IsPacketQueueEmpty();
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Packet *Recv_Packet(NetworkRecvStatus *status);
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Packet *Recv_Packet(NetworkRecvStatus *status);
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NetworkClientSocket(ClientID client_id = INVALID_CLIENT_ID);
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NetworkTCPSocketHandler(SOCKET s = INVALID_SOCKET);
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~NetworkClientSocket();
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~NetworkTCPSocketHandler();
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inline bool IsValid() const { return this->IsConnected(); }
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inline void SetInfo(NetworkClientInfo *info) { assert(info != NULL && this->info == NULL); this->info = info; }
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inline NetworkClientInfo *GetInfo() const { return this->info; }
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const char *Recv_Command(Packet *p, CommandPacket *cp);
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void Send_Command(Packet *p, const CommandPacket *cp);
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};
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};
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static inline bool IsValidNetworkClientSocketIndex(ClientIndex index)
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{
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return (uint)index < GetNetworkClientSocketPoolSize() && GetNetworkClientSocket(index)->IsValid();
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}
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#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())
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#define FOR_ALL_CLIENT_SOCKETS(d) FOR_ALL_CLIENT_SOCKETS_FROM(d, 0)
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#endif /* ENABLE_NETWORK */
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#endif /* ENABLE_NETWORK */
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#endif /* NETWORK_CORE_TCP_H */
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#endif /* NETWORK_CORE_TCP_H */
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69
src/network/core/tcp_game.cpp
Normal file
69
src/network/core/tcp_game.cpp
Normal file
@ -0,0 +1,69 @@
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/* $Id$ */
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/**
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* @file tcp_game.cpp Basic functions to receive and send TCP packets for game purposes.
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*/
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#ifdef ENABLE_NETWORK
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#include "../../stdafx.h"
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#include "../../openttd.h"
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#include "../../variables.h"
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#include "../network_internal.h"
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#include "packet.h"
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#include "tcp_game.h"
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#include "table/strings.h"
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#include "../../oldpool_func.h"
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/** Make very sure the preconditions given in network_type.h are actually followed */
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assert_compile(MAX_CLIENT_SLOTS == (MAX_CLIENT_SLOTS >> NCI_BITS_PER_POOL_BLOCK) << NCI_BITS_PER_POOL_BLOCK);
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assert_compile(MAX_CLIENT_SLOTS > MAX_CLIENTS);
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typedef ClientIndex NetworkClientSocketID;
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DEFINE_OLD_POOL_GENERIC(NetworkClientSocket, NetworkClientSocket);
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NetworkClientSocket::NetworkClientSocket(ClientID client_id)
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{
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this->client_id = client_id;
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this->status = STATUS_INACTIVE;
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}
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NetworkClientSocket::~NetworkClientSocket()
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{
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while (this->command_queue != NULL) {
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CommandPacket *p = this->command_queue->next;
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free(this->command_queue);
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this->command_queue = p;
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}
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this->client_id = INVALID_CLIENT_ID;
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this->status = STATUS_INACTIVE;
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}
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/**
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|
* Functions to help NetworkRecv_Packet/NetworkSend_Packet a bit
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* A socket can make errors. When that happens this handles what to do.
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* For clients: close connection and drop back to main-menu
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* For servers: close connection and that is it
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* @return the new status
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* TODO: needs to be splitted when using client and server socket packets
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||||||
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*/
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NetworkRecvStatus NetworkClientSocket::CloseConnection()
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{
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/* Clients drop back to the main menu */
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|
if (!_network_server && _networking) {
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_switch_mode = SM_MENU;
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_networking = false;
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extern StringID _switch_mode_errorstr;
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_switch_mode_errorstr = STR_NETWORK_ERR_LOSTCONNECTION;
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|
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return NETWORK_RECV_STATUS_CONN_LOST;
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}
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NetworkCloseClient(this);
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return NETWORK_RECV_STATUS_OKAY;
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}
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#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 @@
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|
/* $Id$ */
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|
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|
/**
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|
* @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/core.h"
|
||||||
#include "core/config.h"
|
#include "core/config.h"
|
||||||
#include "core/packet.h"
|
#include "core/packet.h"
|
||||||
#include "core/tcp.h"
|
#include "core/tcp_game.h"
|
||||||
|
|
||||||
#include "../command_type.h"
|
#include "../command_type.h"
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user