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