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r12768:980ae0491352 r12768:980ae0491352 r12768:980ae0491352 r12768:980ae0491352 r12768:980ae0491352 r12768:980ae0491352 r12768:980ae0491352 r6121:a8ff6abe7fb2 r6121:a8ff6abe7fb2 r6121:a8ff6abe7fb2 r6121:a8ff6abe7fb2 r16851:b5784600e35e r16851:b5784600e35e r5523:6df59e296f14 r5870:306906f08b8e r16677:a4fdf17e43e3 r5624:8f8d1f8d3a74 r6247:96e840dbefcc r6247:96e840dbefcc r5523:6df59e296f14 r5864:7aec8f5a81f1 r6248:b940b09d7ab8 r25431:ee9e6d792f6e r25431:ee9e6d792f6e r25431:ee9e6d792f6e r25431:ee9e6d792f6e r25431:ee9e6d792f6e r25431:ee9e6d792f6e r25431:ee9e6d792f6e r25431:ee9e6d792f6e r25431:ee9e6d792f6e r25431:ee9e6d792f6e r25431:ee9e6d792f6e r6248:b940b09d7ab8 r5624:8f8d1f8d3a74 r5870:306906f08b8e r5881:a910d470cf80 r5870:306906f08b8e r5624:8f8d1f8d3a74 r5624:8f8d1f8d3a74 r5624:8f8d1f8d3a74 r5624:8f8d1f8d3a74 r25458:3aaccd46b7fa r11589:553d24b1005c r25458:3aaccd46b7fa r5624:8f8d1f8d3a74 r5864:7aec8f5a81f1 r11593:8dd431018ab1 r5864:7aec8f5a81f1 r19944:25a78576fb5e r27372:06d384d76bd2 r5624:8f8d1f8d3a74 r5624:8f8d1f8d3a74 r25458:3aaccd46b7fa r25458:3aaccd46b7fa r25458:3aaccd46b7fa r25458:3aaccd46b7fa r25458:3aaccd46b7fa r5624:8f8d1f8d3a74 r25458:3aaccd46b7fa r5624:8f8d1f8d3a74 r5624:8f8d1f8d3a74 r5624:8f8d1f8d3a74 r5624:8f8d1f8d3a74 r5624:8f8d1f8d3a74 r5624:8f8d1f8d3a74 r5624:8f8d1f8d3a74 r9428:6800206a6c0d r5870:306906f08b8e r11589:553d24b1005c r11589:553d24b1005c r11589:553d24b1005c r11589:553d24b1005c r5624:8f8d1f8d3a74 r5624:8f8d1f8d3a74 r16851:b5784600e35e | /*
* This file is part of OpenTTD.
* 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.
* 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.
* 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/>.
*/
/**
* @file core.h Base for all network types (UDP and TCP)
*/
#ifndef NETWORK_CORE_CORE_H
#define NETWORK_CORE_CORE_H
#include "../../newgrf_config.h"
#include "config.h"
bool NetworkCoreInitialize();
void NetworkCoreShutdown();
/** Status of a network client; reasons why a client has quit */
enum NetworkRecvStatus {
NETWORK_RECV_STATUS_OKAY, ///< Everything is okay.
NETWORK_RECV_STATUS_DESYNC, ///< A desync did occur.
NETWORK_RECV_STATUS_NEWGRF_MISMATCH, ///< We did not have the required NewGRFs.
NETWORK_RECV_STATUS_SAVEGAME, ///< Something went wrong (down)loading the savegame.
NETWORK_RECV_STATUS_CLIENT_QUIT, ///< The connection is lost gracefully. Other clients are already informed of this leaving client.
NETWORK_RECV_STATUS_MALFORMED_PACKET, ///< We apparently send a malformed packet.
NETWORK_RECV_STATUS_SERVER_ERROR, ///< The server told us we made an error.
NETWORK_RECV_STATUS_SERVER_FULL, ///< The server is full.
NETWORK_RECV_STATUS_SERVER_BANNED, ///< The server has banned us.
NETWORK_RECV_STATUS_CLOSE_QUERY, ///< Done querying the server.
NETWORK_RECV_STATUS_CONNECTION_LOST, ///< The connection is lost unexpectedly.
};
/** Forward declaration due to circular dependencies */
struct Packet;
/**
* SocketHandler for all network sockets in OpenTTD.
*/
class NetworkSocketHandler {
private:
bool has_quit; ///< Whether the current client has quit/send a bad packet
public:
/** Create a new unbound socket */
NetworkSocketHandler() { this->has_quit = false; }
/** Close the socket when destructing the socket handler */
virtual ~NetworkSocketHandler() = default;
/**
* Mark the connection as closed.
*
* This doesn't mean the actual connection is closed, but just that we
* act like it is. This is useful for UDP, which doesn't normally close
* a socket, but its handler might need to pretend it does.
*/
void MarkClosed() { this->has_quit = true; }
/**
* Whether the current client connected to the socket has quit.
* In the case of UDP, for example, once a client quits (send bad
* data), the socket in not closed; only the packet is dropped.
* @return true when the current client has quit, false otherwise
*/
bool HasClientQuit() const { return this->has_quit; }
/**
* Reopen the socket so we can send/receive stuff again.
*/
void Reopen() { this->has_quit = false; }
};
#endif /* NETWORK_CORE_CORE_H */
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