mirror of
https://github.com/OpenTTD/OpenTTD.git
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119 lines
5.6 KiB
C++
119 lines
5.6 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_client.h Client part of the network protocol. */
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#ifndef NETWORK_CLIENT_H
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#define NETWORK_CLIENT_H
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#include "network_internal.h"
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/** Class for handling the client side of the game connection. */
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class ClientNetworkGameSocketHandler : public ZeroedMemoryAllocator, public NetworkGameSocketHandler {
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private:
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std::unique_ptr<class NetworkAuthenticationClientHandler> authentication_handler; ///< The handler for the authentication.
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std::string connection_string; ///< Address we are connected to.
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std::shared_ptr<struct PacketReader> savegame; ///< Packet reader for reading the savegame.
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uint8_t token; ///< The token we need to send back to the server to prove we're the right client.
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/** Status of the connection with the server. */
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enum ServerStatus {
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STATUS_INACTIVE, ///< The client is not connected nor active.
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STATUS_JOIN, ///< We are trying to join a server.
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STATUS_AUTH_GAME, ///< Last action was requesting game (server) password.
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STATUS_ENCRYPTED, ///< The game authentication has completed and from here on the connection to the server is encrypted.
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STATUS_NEWGRFS_CHECK, ///< Last action was checking NewGRFs.
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STATUS_AUTHORIZED, ///< The client is authorized at the server.
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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_ACTIVE, ///< The client is active within in the game.
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STATUS_END, ///< Must ALWAYS be on the end of this list!! (period)
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};
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ServerStatus status; ///< Status of the connection with the server.
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protected:
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friend void NetworkExecuteLocalCommandQueue();
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friend void NetworkClose(bool close_admins);
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static ClientNetworkGameSocketHandler *my_client; ///< This is us!
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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_CLIENT_INFO(Packet &p) override;
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NetworkRecvStatus Receive_SERVER_AUTH_REQUEST(Packet &p) override;
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NetworkRecvStatus Receive_SERVER_ENABLE_ENCRYPTION(Packet &p) override;
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NetworkRecvStatus Receive_SERVER_WELCOME(Packet &p) override;
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NetworkRecvStatus Receive_SERVER_WAIT(Packet &p) override;
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NetworkRecvStatus Receive_SERVER_MAP_BEGIN(Packet &p) override;
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NetworkRecvStatus Receive_SERVER_MAP_SIZE(Packet &p) override;
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NetworkRecvStatus Receive_SERVER_MAP_DATA(Packet &p) override;
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NetworkRecvStatus Receive_SERVER_MAP_DONE(Packet &p) override;
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NetworkRecvStatus Receive_SERVER_JOIN(Packet &p) override;
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NetworkRecvStatus Receive_SERVER_FRAME(Packet &p) override;
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NetworkRecvStatus Receive_SERVER_SYNC(Packet &p) override;
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NetworkRecvStatus Receive_SERVER_COMMAND(Packet &p) override;
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NetworkRecvStatus Receive_SERVER_CHAT(Packet &p) override;
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NetworkRecvStatus Receive_SERVER_EXTERNAL_CHAT(Packet &p) override;
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NetworkRecvStatus Receive_SERVER_QUIT(Packet &p) override;
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NetworkRecvStatus Receive_SERVER_ERROR_QUIT(Packet &p) override;
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NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet &p) override;
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NetworkRecvStatus Receive_SERVER_NEWGAME(Packet &p) override;
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NetworkRecvStatus Receive_SERVER_RCON(Packet &p) override;
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NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet &p) override;
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NetworkRecvStatus Receive_SERVER_MOVE(Packet &p) override;
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NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet &p) override;
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static NetworkRecvStatus SendNewGRFsOk();
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static NetworkRecvStatus SendGetMap();
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static NetworkRecvStatus SendMapOk();
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static NetworkRecvStatus SendIdentify();
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void CheckConnection();
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public:
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ClientNetworkGameSocketHandler(SOCKET s, const std::string &connection_string);
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~ClientNetworkGameSocketHandler();
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NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override;
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void ClientError(NetworkRecvStatus res);
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static NetworkRecvStatus SendJoin();
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static NetworkRecvStatus SendCommand(const CommandPacket &cp);
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static NetworkRecvStatus SendError(NetworkErrorCode errorno);
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static NetworkRecvStatus SendQuit();
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static NetworkRecvStatus SendAck();
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static NetworkRecvStatus SendAuthResponse();
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static NetworkRecvStatus SendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64_t data);
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static NetworkRecvStatus SendSetName(const std::string &name);
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static NetworkRecvStatus SendRCon(const std::string &password, const std::string &command);
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static NetworkRecvStatus SendMove(CompanyID company);
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static bool IsConnected();
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static void Send();
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static bool Receive();
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static bool GameLoop();
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};
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/** Helper to make the code look somewhat nicer. */
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typedef ClientNetworkGameSocketHandler MyClient;
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void NetworkClient_Connected();
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/** Information required to join a server. */
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struct NetworkJoinInfo {
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NetworkJoinInfo() : company(COMPANY_SPECTATOR) {}
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std::string connection_string; ///< The address of the server to join.
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CompanyID company; ///< The company to join.
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std::string server_password; ///< The password of the server to join.
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};
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extern NetworkJoinInfo _network_join;
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#endif /* NETWORK_CLIENT_H */
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