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https://github.com/OpenTTD/OpenTTD.git
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124 lines
5.5 KiB
C++
124 lines
5.5 KiB
C++
/* $Id$ */
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/*
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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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#ifdef ENABLE_NETWORK
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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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struct PacketReader *savegame; ///< Packet reader for reading the savegame.
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byte 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_COMPANY_INFO, ///< We are trying to get company information.
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STATUS_JOIN, ///< We are trying to join a server.
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STATUS_NEWGRFS_CHECK, ///< Last action was checking NewGRFs.
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STATUS_AUTH_GAME, ///< Last action was requesting game (server) password.
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STATUS_AUTH_COMPANY, ///< Last action was requesting company password.
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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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virtual NetworkRecvStatus Receive_SERVER_FULL(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_BANNED(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_ERROR(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_COMPANY_INFO(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_NEED_GAME_PASSWORD(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_WELCOME(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_WAIT(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_MAP_BEGIN(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_MAP_SIZE(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_MAP_DATA(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_MAP_DONE(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_JOIN(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_FRAME(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_SYNC(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_COMMAND(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_CHAT(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_QUIT(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_ERROR_QUIT(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_NEWGAME(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_RCON(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_MOVE(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet *p);
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virtual NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet *p);
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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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void CheckConnection();
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public:
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ClientNetworkGameSocketHandler(SOCKET s);
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~ClientNetworkGameSocketHandler();
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NetworkRecvStatus CloseConnection(NetworkRecvStatus status);
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void ClientError(NetworkRecvStatus res);
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static NetworkRecvStatus SendCompanyInformationQuery();
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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 SendGamePassword(const char *password);
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static NetworkRecvStatus SendCompanyPassword(const char *password);
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static NetworkRecvStatus SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data);
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static NetworkRecvStatus SendSetPassword(const char *password);
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static NetworkRecvStatus SendSetName(const char *name);
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static NetworkRecvStatus SendRCon(const char *password, const char *command);
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static NetworkRecvStatus SendMove(CompanyID company, const char *password);
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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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void NetworkClientSetCompanyPassword(const char *password);
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extern CompanyID _network_join_as;
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extern const char *_network_join_server_password;
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extern const char *_network_join_company_password;
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#endif /* ENABLE_NETWORK */
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#endif /* NETWORK_CLIENT_H */
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