Changeset - r17620:27d56dd8671d
[Not reviewed]
master
0 6 0
rubidium - 13 years ago 2011-05-01 11:30:03
rubidium@openttd.org
(svn r22400) -Codechange: replace some defines in the tcp/game code so doxygen can create better documentation
6 files changed with 267 insertions and 229 deletions:
0 comments (0 inline, 0 general)
src/network/core/tcp_game.cpp
Show inline comments
 
@@ -74,49 +74,49 @@ NetworkRecvStatus NetworkGameSocketHandl
 
	this->last_packet = _realtime_tick;
 

	
 
	switch (this->HasClientQuit() ? PACKET_END : type) {
 
		GAME_COMMAND(PACKET_SERVER_FULL)
 
		GAME_COMMAND(PACKET_SERVER_BANNED)
 
		GAME_COMMAND(PACKET_CLIENT_JOIN)
 
		GAME_COMMAND(PACKET_SERVER_ERROR)
 
		GAME_COMMAND(PACKET_CLIENT_COMPANY_INFO)
 
		GAME_COMMAND(PACKET_SERVER_COMPANY_INFO)
 
		GAME_COMMAND(PACKET_SERVER_CLIENT_INFO)
 
		GAME_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD)
 
		GAME_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD)
 
		GAME_COMMAND(PACKET_CLIENT_GAME_PASSWORD)
 
		GAME_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD)
 
		GAME_COMMAND(PACKET_SERVER_WELCOME)
 
		GAME_COMMAND(PACKET_CLIENT_GETMAP)
 
		GAME_COMMAND(PACKET_SERVER_WAIT)
 
		GAME_COMMAND(PACKET_SERVER_MAP_BEGIN)
 
		GAME_COMMAND(PACKET_SERVER_MAP_SIZE)
 
		GAME_COMMAND(PACKET_SERVER_MAP_DATA)
 
		GAME_COMMAND(PACKET_SERVER_MAP_DONE)
 
		GAME_COMMAND(PACKET_CLIENT_MAP_OK)
 
		GAME_COMMAND(PACKET_SERVER_JOIN)
 
		GAME_COMMAND(PACKET_SERVER_FRAME)
 
		GAME_COMMAND(PACKET_SERVER_SYNC)
 
		GAME_COMMAND(PACKET_CLIENT_ACK)
 
		GAME_COMMAND(PACKET_CLIENT_COMMAND)
 
		GAME_COMMAND(PACKET_SERVER_COMMAND)
 
		GAME_COMMAND(PACKET_CLIENT_CHAT)
 
		GAME_COMMAND(PACKET_SERVER_CHAT)
 
		GAME_COMMAND(PACKET_CLIENT_SET_PASSWORD)
 
		GAME_COMMAND(PACKET_CLIENT_SET_NAME)
 
		GAME_COMMAND(PACKET_CLIENT_QUIT)
 
		GAME_COMMAND(PACKET_CLIENT_ERROR)
 
		GAME_COMMAND(PACKET_SERVER_QUIT)
 
		GAME_COMMAND(PACKET_SERVER_ERROR_QUIT)
 
		GAME_COMMAND(PACKET_SERVER_SHUTDOWN)
 
		GAME_COMMAND(PACKET_SERVER_NEWGAME)
 
		GAME_COMMAND(PACKET_SERVER_RCON)
 
		GAME_COMMAND(PACKET_CLIENT_RCON)
 
		GAME_COMMAND(PACKET_SERVER_CHECK_NEWGRFS)
 
		GAME_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED)
 
		GAME_COMMAND(PACKET_SERVER_MOVE)
 
		GAME_COMMAND(PACKET_CLIENT_MOVE)
 
		GAME_COMMAND(PACKET_SERVER_COMPANY_UPDATE)
 
		GAME_COMMAND(PACKET_SERVER_CONFIG_UPDATE)
 
		case PACKET_SERVER_FULL:                  return this->Receive_SERVER_FULL(p);
 
		case PACKET_SERVER_BANNED:                return this->Receive_SERVER_BANNED(p);
 
		case PACKET_CLIENT_JOIN:                  return this->Receive_CLIENT_JOIN(p);
 
		case PACKET_SERVER_ERROR:                 return this->Receive_SERVER_ERROR(p);
 
		case PACKET_CLIENT_COMPANY_INFO:          return this->Receive_CLIENT_COMPANY_INFO(p);
 
		case PACKET_SERVER_COMPANY_INFO:          return this->Receive_SERVER_COMPANY_INFO(p);
 
		case PACKET_SERVER_CLIENT_INFO:           return this->Receive_SERVER_CLIENT_INFO(p);
 
		case PACKET_SERVER_NEED_GAME_PASSWORD:    return this->Receive_SERVER_NEED_GAME_PASSWORD(p);
 
		case PACKET_SERVER_NEED_COMPANY_PASSWORD: return this->Receive_SERVER_NEED_COMPANY_PASSWORD(p);
 
		case PACKET_CLIENT_GAME_PASSWORD:         return this->Receive_CLIENT_GAME_PASSWORD(p);
 
		case PACKET_CLIENT_COMPANY_PASSWORD:      return this->Receive_CLIENT_COMPANY_PASSWORD(p);
 
		case PACKET_SERVER_WELCOME:               return this->Receive_SERVER_WELCOME(p);
 
		case PACKET_CLIENT_GETMAP:                return this->Receive_CLIENT_GETMAP(p);
 
		case PACKET_SERVER_WAIT:                  return this->Receive_SERVER_WAIT(p);
 
		case PACKET_SERVER_MAP_BEGIN:             return this->Receive_SERVER_MAP_BEGIN(p);
 
		case PACKET_SERVER_MAP_SIZE:              return this->Receive_SERVER_MAP_SIZE(p);
 
		case PACKET_SERVER_MAP_DATA:              return this->Receive_SERVER_MAP_DATA(p);
 
		case PACKET_SERVER_MAP_DONE:              return this->Receive_SERVER_MAP_DONE(p);
 
		case PACKET_CLIENT_MAP_OK:                return this->Receive_CLIENT_MAP_OK(p);
 
		case PACKET_SERVER_JOIN:                  return this->Receive_SERVER_JOIN(p);
 
		case PACKET_SERVER_FRAME:                 return this->Receive_SERVER_FRAME(p);
 
		case PACKET_SERVER_SYNC:                  return this->Receive_SERVER_SYNC(p);
 
		case PACKET_CLIENT_ACK:                   return this->Receive_CLIENT_ACK(p);
 
		case PACKET_CLIENT_COMMAND:               return this->Receive_CLIENT_COMMAND(p);
 
		case PACKET_SERVER_COMMAND:               return this->Receive_SERVER_COMMAND(p);
 
		case PACKET_CLIENT_CHAT:                  return this->Receive_CLIENT_CHAT(p);
 
		case PACKET_SERVER_CHAT:                  return this->Receive_SERVER_CHAT(p);
 
		case PACKET_CLIENT_SET_PASSWORD:          return this->Receive_CLIENT_SET_PASSWORD(p);
 
		case PACKET_CLIENT_SET_NAME:              return this->Receive_CLIENT_SET_NAME(p);
 
		case PACKET_CLIENT_QUIT:                  return this->Receive_CLIENT_QUIT(p);
 
		case PACKET_CLIENT_ERROR:                 return this->Receive_CLIENT_ERROR(p);
 
		case PACKET_SERVER_QUIT:                  return this->Receive_SERVER_QUIT(p);
 
		case PACKET_SERVER_ERROR_QUIT:            return this->Receive_SERVER_ERROR_QUIT(p);
 
		case PACKET_SERVER_SHUTDOWN:              return this->Receive_SERVER_SHUTDOWN(p);
 
		case PACKET_SERVER_NEWGAME:               return this->Receive_SERVER_NEWGAME(p);
 
		case PACKET_SERVER_RCON:                  return this->Receive_SERVER_RCON(p);
 
		case PACKET_CLIENT_RCON:                  return this->Receive_CLIENT_RCON(p);
 
		case PACKET_SERVER_CHECK_NEWGRFS:         return this->Receive_SERVER_CHECK_NEWGRFS(p);
 
		case PACKET_CLIENT_NEWGRFS_CHECKED:       return this->Receive_CLIENT_NEWGRFS_CHECKED(p);
 
		case PACKET_SERVER_MOVE:                  return this->Receive_SERVER_MOVE(p);
 
		case PACKET_CLIENT_MOVE:                  return this->Receive_CLIENT_MOVE(p);
 
		case PACKET_SERVER_COMPANY_UPDATE:        return this->Receive_SERVER_COMPANY_UPDATE(p);
 
		case PACKET_SERVER_CONFIG_UPDATE:         return this->Receive_SERVER_CONFIG_UPDATE(p);
 

	
 
		default:
 
			this->CloseConnection();
 
@@ -150,61 +150,58 @@ NetworkRecvStatus NetworkGameSocketHandl
 
}
 

	
 
/**
 
 * Create stub implementations for all receive commands that only
 
 * show a warning that the given command is not available for the
 
 * socket where the packet came from.
 
 * @param type the packet type to create the stub for
 
 * Helper for logging receiving invalid packets.
 
 * @param type The received packet type.
 
 * @return The status the network should have, in this case: "malformed packet error".
 
 */
 
#define DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(type) \
 
NetworkRecvStatus NetworkGameSocketHandler::NetworkPacketReceive_## type ##_command(Packet *p) \
 
{ \
 
	DEBUG(net, 0, "[tcp/game] received illegal packet type %d from client %d", \
 
			type, this->client_id); \
 
	return NETWORK_RECV_STATUS_MALFORMED_PACKET; \
 
NetworkRecvStatus NetworkGameSocketHandler::ReceiveInvalidPacket(PacketGameType type)
 
{
 
	DEBUG(net, 0, "[tcp/game] received illegal packet type %d from client %d", type, this->client_id);
 
	return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 
}
 

	
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FULL)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_BANNED)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_JOIN)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GAME_PASSWORD)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WELCOME)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WAIT)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_BEGIN)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_SIZE)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_DATA)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_DONE)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_JOIN)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FRAME)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SYNC)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ACK)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMMAND)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_CHAT)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHAT)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_QUIT)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ERROR)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_QUIT)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_RCON)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_RCON)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHECK_NEWGRFS)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MOVE)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MOVE)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE)
 
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE)
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_FULL(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_FULL); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_BANNED); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_JOIN); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_ERROR); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_COMPANY_INFO(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_COMPANY_INFO); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_COMPANY_INFO(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_COMPANY_INFO); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_CLIENT_INFO); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEED_GAME_PASSWORD); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEED_COMPANY_PASSWORD); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_GAME_PASSWORD); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_COMPANY_PASSWORD); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_WELCOME(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_WELCOME); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_GETMAP); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_WAIT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_WAIT); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_BEGIN); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_SIZE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_SIZE); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_DATA(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_DATA); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_DONE); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_MAP_OK); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_JOIN(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_JOIN); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_FRAME(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_FRAME); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_SYNC(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_SYNC); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_ACK); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_COMMAND); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_COMMAND(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_COMMAND); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_CHAT); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CHAT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_CHAT); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_SET_PASSWORD); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_SET_NAME); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_QUIT); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_ERROR); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_QUIT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_QUIT); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_ERROR_QUIT); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_SHUTDOWN); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEWGAME); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_RCON(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_RCON); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_RCON(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_RCON); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_CHECK_NEWGRFS); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_NEWGRFS_CHECKED); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MOVE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_MOVE); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_MOVE); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_COMPANY_UPDATE); }
 
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_CONFIG_UPDATE); }
 

	
 
#endif /* ENABLE_NETWORK */
src/network/core/tcp_game.h
Show inline comments
 
@@ -148,9 +148,6 @@ public:
 
	uint Count() const { return this->count; }
 
};
 

	
 
#define DECLARE_GAME_RECEIVE_COMMAND(type) virtual NetworkRecvStatus NetworkPacketReceive_## type ##_command(Packet *p)
 
#define DEF_GAME_RECEIVE_COMMAND(cls, type) NetworkRecvStatus cls ##NetworkGameSocketHandler::NetworkPacketReceive_ ## type ## _command(Packet *p)
 

	
 
/** Base socket handler for all TCP sockets */
 
class NetworkGameSocketHandler : public NetworkTCPSocketHandler {
 
/* TODO: rewrite into a proper class */
 
@@ -158,16 +155,19 @@ private:
 
	NetworkClientInfo *info;  ///< Client info related to this socket
 

	
 
protected:
 
	NetworkRecvStatus ReceiveInvalidPacket(PacketGameType type);
 

	
 
	/**
 
	 * Notification that the server is full.
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FULL);
 
	virtual NetworkRecvStatus Receive_SERVER_FULL(Packet *p);
 

	
 
	/**
 
	 * Notification that the client trying to join is banned.
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_BANNED);
 
	virtual NetworkRecvStatus Receive_SERVER_BANNED(Packet *p);
 

	
 
	/**
 
	 * Try to join the server:
 
@@ -175,19 +175,22 @@ protected:
 
	 * string  Name of the client (max NETWORK_NAME_LENGTH).
 
	 * uint8   ID of the company to play as (1..MAX_COMPANIES).
 
	 * uint8   ID of the clients Language.
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_JOIN);
 
	virtual NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p);
 

	
 
	/**
 
	 * The client made an error:
 
	 * uint8   Error code caused (see NetworkErrorCode).
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR);
 
	virtual NetworkRecvStatus Receive_SERVER_ERROR(Packet *p);
 

	
 
	/**
 
	 * Request company information (in detail).
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO);
 
	virtual NetworkRecvStatus Receive_CLIENT_COMPANY_INFO(Packet *p);
 

	
 
	/**
 
	 * Sends information about the companies (one packet per company):
 
@@ -213,96 +216,111 @@ protected:
 
	 * uint16  Number of harbours.
 
	 * bool    Company is an AI.
 
	 * string  Client names (comma separated list)
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO);
 
	virtual NetworkRecvStatus Receive_SERVER_COMPANY_INFO(Packet *p);
 

	
 
	/**
 
	 * Send information about a client:
 
	 * uint32  ID of the client (always unique on a server. 1 = server, 0 is invalid).
 
	 * uint8   ID of the company the client is playing as (255 for spectators).
 
	 * string  Name of the client.
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO);
 
	virtual NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p);
 

	
 
	/**
 
	 * Indication to the client that the server needs a game password.
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD);
 
	virtual NetworkRecvStatus Receive_SERVER_NEED_GAME_PASSWORD(Packet *p);
 

	
 
	/**
 
	 * Indication to the client that the server needs a company password:
 
	 * uint32  Generation seed.
 
	 * string  Network ID of the server.
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD);
 
	virtual NetworkRecvStatus Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p);
 

	
 
	/**
 
	 * Send a password to the server to authorize:
 
	 * uint8   Password type (see NetworkPasswordType).
 
	 * string  The password.
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GAME_PASSWORD);
 
	virtual NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p);
 

	
 
	/**
 
	 * Send a password to the server to authorize
 
	 * uint8   Password type (see NetworkPasswordType).
 
	 * string  The password.
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD);
 
	virtual NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p);
 

	
 
	/**
 
	 * The client is joined and ready to receive his map:
 
	 * uint32  Own client ID.
 
	 * uint32  Generation seed.
 
	 * string  Network ID of the server.
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WELCOME);
 
	virtual NetworkRecvStatus Receive_SERVER_WELCOME(Packet *p);
 

	
 
	/**
 
	 * Request the map from the server.
 
	 * uint32  NewGRF version (release versions of OpenTTD only).
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP);
 
	virtual NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p);
 

	
 
	/**
 
	 * Notification that another client is currently receiving the map:
 
	 * uint8   Number of clients waiting in front of you.
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WAIT);
 
	virtual NetworkRecvStatus Receive_SERVER_WAIT(Packet *p);
 

	
 
	/**
 
	 * Sends that the server will begin with sending the map to the client:
 
	 * uint32  Current frame.
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_BEGIN);
 
	virtual NetworkRecvStatus Receive_SERVER_MAP_BEGIN(Packet *p);
 

	
 
	/**
 
	 * Sends the size of the map to the client.
 
	 * uint32  Size of the (compressed) map (in bytes).
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_SIZE);
 
	virtual NetworkRecvStatus Receive_SERVER_MAP_SIZE(Packet *p);
 

	
 
	/**
 
	 * Sends the data of the map to the client:
 
	 * Contains a part of the map (until max size of packet).
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_DATA);
 
	virtual NetworkRecvStatus Receive_SERVER_MAP_DATA(Packet *p);
 

	
 
	/**
 
	 * Sends that all data of the map are sent to the client:
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_DONE);
 
	virtual NetworkRecvStatus Receive_SERVER_MAP_DONE(Packet *p);
 

	
 
	/**
 
	 * Tell the server that we are done receiving/loading the map.
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK);
 
	virtual NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet *p);
 

	
 
	/**
 
	 * A client joined (PACKET_CLIENT_MAP_OK), what usually directly follows is a PACKET_SERVER_CLIENT_INFO:
 
	 * uint32  ID of the client that just joined the game.
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_JOIN);
 
	virtual NetworkRecvStatus Receive_SERVER_JOIN(Packet *p);
 

	
 
	/**
 
	 * Sends the current frame counter to the client:
 
@@ -311,23 +329,26 @@ protected:
 
	 * uint32  General seed 1 (dependant on compile settings, not default).
 
	 * uint32  General seed 2 (dependant on compile settings, not default).
 
	 * uint8   Random token to validate the client is actually listening (only occasionally present).
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FRAME);
 
	virtual NetworkRecvStatus Receive_SERVER_FRAME(Packet *p);
 

	
 
	/**
 
	 * Sends a sync-check to the client:
 
	 * uint32  Frame counter.
 
	 * uint32  General seed 1.
 
	 * uint32  General seed 2 (dependant on compile settings, not default).
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SYNC);
 
	virtual NetworkRecvStatus Receive_SERVER_SYNC(Packet *p);
 

	
 
	/**
 
	 * Tell the server we are done with this frame:
 
	 * uint32  Current frame counter of the client.
 
	 * uint8   The random token that the server sent in the PACKET_SERVER_FRAME packet.
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ACK);
 
	virtual NetworkRecvStatus Receive_CLIENT_ACK(Packet *p);
 

	
 
	/**
 
	 * Send a DoCommand to the Server:
 
@@ -338,8 +359,9 @@ protected:
 
	 * uint32  Tile where this is taking place.
 
	 * string  Text.
 
	 * uint8   ID of the callback.
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND);
 
	virtual NetworkRecvStatus Receive_CLIENT_COMMAND(Packet *p);
 

	
 
	/**
 
	 * Sends a DoCommand to the client:
 
@@ -351,8 +373,9 @@ protected:
 
	 * string  Text.
 
	 * uint8   ID of the callback.
 
	 * uint32  Frame of execution.
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMMAND);
 
	virtual NetworkRecvStatus Receive_SERVER_COMMAND(Packet *p);
 

	
 
	/**
 
	 * Sends a chat-packet to the server:
 
@@ -361,8 +384,9 @@ protected:
 
	 * uint32  ID of the client or company (destination of the chat).
 
	 * string  Message (max NETWORK_CHAT_LENGTH).
 
	 * uint64  data (used e.g. for 'give money' actions).
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_CHAT);
 
	virtual NetworkRecvStatus Receive_CLIENT_CHAT(Packet *p);
 

	
 
	/**
 
	 * Sends a chat-packet to the client:
 
@@ -370,108 +394,125 @@ protected:
 
	 * uint32  ID of the client (origin of the chat).
 
	 * string  Message (max NETWORK_CHAT_LENGTH).
 
	 * uint64  data (used e.g. for 'give money' actions).
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHAT);
 
	virtual NetworkRecvStatus Receive_SERVER_CHAT(Packet *p);
 

	
 
	/**
 
	 * Set the password for the clients current company:
 
	 * string  The password.
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD);
 
	virtual NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet *p);
 

	
 
	/**
 
	 * Gives the client a new name:
 
	 * string  New name of the client.
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME);
 
	virtual NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet *p);
 

	
 
	/**
 
	 * The client is quiting the game.
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_QUIT);
 
	virtual NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p);
 

	
 
	/**
 
	 * The client made an error and is quiting the game.
 
	 * uint8   Error of the code caused (see NetworkErrorCode).
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ERROR);
 
	virtual NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p);
 

	
 
	/**
 
	 * Notification that a client left the game:
 
	 * uint32  ID of the client.
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_QUIT);
 
	virtual NetworkRecvStatus Receive_SERVER_QUIT(Packet *p);
 

	
 
	/**
 
	 * Inform all clients that one client made an error and thus has quit/been disconnected:
 
	 * uint32  ID of the client that caused the error.
 
	 * uint8   Code of the error caused (see NetworkErrorCode).
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT);
 
	virtual NetworkRecvStatus Receive_SERVER_ERROR_QUIT(Packet *p);
 

	
 
	/**
 
	 * Let the clients know that the server is closing.
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN);
 
	virtual NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet *p);
 

	
 
	/**
 
	 * Let the clients know that the server is loading a new map.
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME);
 
	virtual NetworkRecvStatus Receive_SERVER_NEWGAME(Packet *p);
 

	
 
	/**
 
	 * Send the result of an issues RCon command back to the client:
 
	 * uint16  Colour code.
 
	 * string  Output of the RCon command
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_RCON);
 
	virtual NetworkRecvStatus Receive_SERVER_RCON(Packet *p);
 

	
 
	/**
 
	 * Send an RCon command to the server:
 
	 * string  RCon password.
 
	 * string  Command to be executed.
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_RCON);
 
	virtual NetworkRecvStatus Receive_CLIENT_RCON(Packet *p);
 

	
 
	/**
 
	 * Sends information about all used GRFs to the client:
 
	 * uint8   Amount of GRFs (the following data is repeated this many times, i.e. per GRF data).
 
	 * uint32  GRF ID
 
	 * 16 * uint8   MD5 checksum of the GRF
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHECK_NEWGRFS);
 
	virtual NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet *p);
 

	
 
	/**
 
	 * Tell the server that we have the required GRFs
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED);
 
	virtual NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet *p);
 

	
 
	/**
 
	 * Move a client from one company into another:
 
	 * uint32  ID of the client.
 
	 * uint8   ID of the new company.
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MOVE);
 
	virtual NetworkRecvStatus Receive_SERVER_MOVE(Packet *p);
 

	
 
	/**
 
	 * Request the server to move this client into another company:
 
	 * uint8   ID of the company the client wants to join.
 
	 * string  Password, if the company is password protected.
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MOVE);
 
	virtual NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p);
 

	
 
	/**
 
	 * Update the clients knowledge of which company is password protected:
 
	 * uint16  Bitwise representation of each company
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE);
 
	virtual NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet *p);
 

	
 
	/**
 
	 * Update the clients knowledge of the max settings:
 
	 * uint8   Maximum number of companies allowed.
 
	 * uint8   Maximum number of spectators allowed.
 
	 * @param p The packet that was just received.
 
	 */
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE);
 
	virtual NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet *p);
 

	
 
	NetworkRecvStatus HandlePacket(Packet *p);
 

	
src/network/network_client.cpp
Show inline comments
 
@@ -489,7 +489,7 @@ bool ClientNetworkGameSocketHandler::IsC
 
extern bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL);
 
extern StringID _switch_mode_errorstr;
 

	
 
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_FULL)
 
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *p)
 
{
 
	/* We try to join a server which is full */
 
	_switch_mode_errorstr = STR_NETWORK_ERROR_SERVER_FULL;
 
@@ -498,7 +498,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_
 
	return NETWORK_RECV_STATUS_SERVER_FULL;
 
}
 

	
 
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_BANNED)
 
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *p)
 
{
 
	/* We try to join a server where we are banned */
 
	_switch_mode_errorstr = STR_NETWORK_ERROR_SERVER_BANNED;
 
@@ -507,7 +507,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_
 
	return NETWORK_RECV_STATUS_SERVER_BANNED;
 
}
 

	
 
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_COMPANY_INFO)
 
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_INFO(Packet *p)
 
{
 
	if (this->status != STATUS_COMPANY_INFO) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 

	
 
@@ -551,7 +551,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_
 
/* This packet contains info about the client (playas and name)
 
 *  as client we save this in NetworkClientInfo, linked via 'client_id'
 
 *  which is always an unique number on a server. */
 
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CLIENT_INFO)
 
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Packet *p)
 
{
 
	NetworkClientInfo *ci;
 
	ClientID client_id = (ClientID)p->Recv_uint32();
 
@@ -604,7 +604,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_ERROR)
 
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p)
 
{
 
	NetworkErrorCode error = (NetworkErrorCode)p->Recv_uint8();
 

	
 
@@ -642,7 +642,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_
 
	return NETWORK_RECV_STATUS_SERVER_ERROR;
 
}
 

	
 
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CHECK_NEWGRFS)
 
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(Packet *p)
 
{
 
	if (this->status != STATUS_JOIN) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 

	
 
@@ -675,7 +675,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_
 
	return ret;
 
}
 

	
 
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_NEED_GAME_PASSWORD)
 
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD(Packet *p)
 
{
 
	if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_GAME) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 
	this->status = STATUS_AUTH_GAME;
 
@@ -690,7 +690,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_NEED_COMPANY_PASSWORD)
 
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p)
 
{
 
	if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_COMPANY) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 
	this->status = STATUS_AUTH_COMPANY;
 
@@ -709,7 +709,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_WELCOME)
 
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WELCOME(Packet *p)
 
{
 
	if (this->status < STATUS_JOIN || this->status >= STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 
	this->status = STATUS_AUTHORIZED;
 
@@ -724,7 +724,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_
 
	return SendGetMap();
 
}
 

	
 
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_WAIT)
 
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WAIT(Packet *p)
 
{
 
	/* We set the internal wait state when requesting the map. */
 
	if (this->status != STATUS_MAP_WAIT) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 
@@ -737,7 +737,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_BEGIN)
 
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN(Packet *p)
 
{
 
	if (this->status < STATUS_AUTHORIZED || this->status >= STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 
	this->status = STATUS_MAP;
 
@@ -757,7 +757,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_SIZE)
 
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_SIZE(Packet *p)
 
{
 
	if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 
	if (this->savegame == NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 
@@ -768,7 +768,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_DATA)
 
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DATA(Packet *p)
 
{
 
	if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 
	if (this->savegame == NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 
@@ -782,7 +782,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_DONE)
 
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet *p)
 
{
 
	if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 
	if (this->savegame == NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 
@@ -838,7 +838,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_FRAME)
 
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FRAME(Packet *p)
 
{
 
	if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 

	
 
@@ -871,7 +871,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_SYNC)
 
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SYNC(Packet *p)
 
{
 
	if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 

	
 
@@ -884,7 +884,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_COMMAND)
 
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMMAND(Packet *p)
 
{
 
	if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 

	
 
@@ -903,7 +903,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CHAT)
 
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHAT(Packet *p)
 
{
 
	if (this->status != STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 

	
 
@@ -955,7 +955,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_ERROR_QUIT)
 
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(Packet *p)
 
{
 
	if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 

	
 
@@ -972,7 +972,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_QUIT)
 
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_QUIT(Packet *p)
 
{
 
	if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 

	
 
@@ -992,7 +992,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_JOIN)
 
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_JOIN(Packet *p)
 
{
 
	if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 

	
 
@@ -1008,7 +1008,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_SHUTDOWN)
 
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet *p)
 
{
 
	/* Only when we're trying to join we really
 
	 * care about the server shutting down. */
 
@@ -1019,7 +1019,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_
 
	return NETWORK_RECV_STATUS_SERVER_ERROR;
 
}
 

	
 
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_NEWGAME)
 
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet *p)
 
{
 
	/* Only when we're trying to join we really
 
	 * care about the server shutting down. */
 
@@ -1034,7 +1034,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_
 
	return NETWORK_RECV_STATUS_SERVER_ERROR;
 
}
 

	
 
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_RCON)
 
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_RCON(Packet *p)
 
{
 
	if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 

	
 
@@ -1049,7 +1049,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MOVE)
 
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MOVE(Packet *p)
 
{
 
	if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 

	
 
@@ -1077,7 +1077,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_CONFIG_UPDATE)
 
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE(Packet *p)
 
{
 
	if (this->status < STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 

	
 
@@ -1087,7 +1087,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_COMPANY_UPDATE)
 
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE(Packet *p)
 
{
 
	if (this->status < STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 

	
src/network/network_client.h
Show inline comments
 
@@ -44,33 +44,33 @@ protected:
 
	friend void NetworkClose(bool close_admins);
 
	static ClientNetworkGameSocketHandler *my_client;
 

	
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FULL);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_BANNED);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WELCOME);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WAIT);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_BEGIN);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_SIZE);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_DATA);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_DONE);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_JOIN);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FRAME);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SYNC);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMMAND);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHAT);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_QUIT);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_RCON);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHECK_NEWGRFS);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MOVE);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE);
 
	virtual NetworkRecvStatus Receive_SERVER_FULL(Packet *p);
 
	virtual NetworkRecvStatus Receive_SERVER_BANNED(Packet *p);
 
	virtual NetworkRecvStatus Receive_SERVER_ERROR(Packet *p);
 
	virtual NetworkRecvStatus Receive_SERVER_COMPANY_INFO(Packet *p);
 
	virtual NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p);
 
	virtual NetworkRecvStatus Receive_SERVER_NEED_GAME_PASSWORD(Packet *p);
 
	virtual NetworkRecvStatus Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p);
 
	virtual NetworkRecvStatus Receive_SERVER_WELCOME(Packet *p);
 
	virtual NetworkRecvStatus Receive_SERVER_WAIT(Packet *p);
 
	virtual NetworkRecvStatus Receive_SERVER_MAP_BEGIN(Packet *p);
 
	virtual NetworkRecvStatus Receive_SERVER_MAP_SIZE(Packet *p);
 
	virtual NetworkRecvStatus Receive_SERVER_MAP_DATA(Packet *p);
 
	virtual NetworkRecvStatus Receive_SERVER_MAP_DONE(Packet *p);
 
	virtual NetworkRecvStatus Receive_SERVER_JOIN(Packet *p);
 
	virtual NetworkRecvStatus Receive_SERVER_FRAME(Packet *p);
 
	virtual NetworkRecvStatus Receive_SERVER_SYNC(Packet *p);
 
	virtual NetworkRecvStatus Receive_SERVER_COMMAND(Packet *p);
 
	virtual NetworkRecvStatus Receive_SERVER_CHAT(Packet *p);
 
	virtual NetworkRecvStatus Receive_SERVER_QUIT(Packet *p);
 
	virtual NetworkRecvStatus Receive_SERVER_ERROR_QUIT(Packet *p);
 
	virtual NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet *p);
 
	virtual NetworkRecvStatus Receive_SERVER_NEWGAME(Packet *p);
 
	virtual NetworkRecvStatus Receive_SERVER_RCON(Packet *p);
 
	virtual NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet *p);
 
	virtual NetworkRecvStatus Receive_SERVER_MOVE(Packet *p);
 
	virtual NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet *p);
 
	virtual NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet *p);
 

	
 
	static NetworkRecvStatus SendNewGRFsOk();
 
	static NetworkRecvStatus SendGetMap();
src/network/network_server.cpp
Show inline comments
 
@@ -760,12 +760,12 @@ NetworkRecvStatus ServerNetworkGameSocke
 
 *   DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientSocket *cs, Packet *p
 
 ************/
 

	
 
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMPANY_INFO)
 
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_INFO(Packet *p)
 
{
 
	return this->SendCompanyInfo();
 
}
 

	
 
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_NEWGRFS_CHECKED)
 
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet *p)
 
{
 
	if (this->status != STATUS_NEWGRFS_CHECK) {
 
		/* Illegal call, return error and ignore the packet */
 
@@ -786,7 +786,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_
 
	return this->SendWelcome();
 
}
 

	
 
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_JOIN)
 
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p)
 
{
 
	if (this->status != STATUS_INACTIVE) {
 
		/* Illegal call, return error and ignore the packet */
 
@@ -855,13 +855,13 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_
 

	
 
	if (_grfconfig == NULL) {
 
		/* Behave as if we received PACKET_CLIENT_NEWGRFS_CHECKED */
 
		return this->NetworkPacketReceive_PACKET_CLIENT_NEWGRFS_CHECKED_command(NULL);
 
		return this->Receive_CLIENT_NEWGRFS_CHECKED(NULL);
 
	}
 

	
 
	return this->SendNewGRFCheck();
 
}
 

	
 
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_GAME_PASSWORD)
 
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(Packet *p)
 
{
 
	if (this->status != STATUS_AUTH_GAME) {
 
		return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
 
@@ -886,7 +886,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_
 
	return this->SendWelcome();
 
}
 

	
 
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMPANY_PASSWORD)
 
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD(Packet *p)
 
{
 
	if (this->status != STATUS_AUTH_COMPANY) {
 
		return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
 
@@ -908,7 +908,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_
 
	return this->SendWelcome();
 
}
 

	
 
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_GETMAP)
 
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet *p)
 
{
 
	NetworkClientSocket *new_cs;
 

	
 
@@ -950,7 +950,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_
 
	return this->SendMap();
 
}
 

	
 
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_MAP_OK)
 
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *p)
 
{
 
	/* Client has the map, now start syncing */
 
	if (this->status == STATUS_DONE_MAP && !this->HasClientQuit()) {
 
@@ -997,7 +997,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_
 
 * The client has done a command and wants us to handle it
 
 * @param p the packet in which the command was sent
 
 */
 
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_COMMAND)
 
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet *p)
 
{
 
	/* The client was never joined.. so this is impossible, right?
 
	 *  Ignore the packet, give the client a warning, and close his connection */
 
@@ -1061,7 +1061,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_ERROR)
 
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p)
 
{
 
	/* This packets means a client noticed an error and is reporting this
 
	 *  to us. Display the error and report it to the other clients */
 
@@ -1095,7 +1095,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_
 
	return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
 
}
 

	
 
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_QUIT)
 
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p)
 
{
 
	/* The client wants to leave. Display this and report it to the other
 
	 *  clients. */
 
@@ -1122,7 +1122,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_
 
	return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
 
}
 

	
 
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_ACK)
 
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p)
 
{
 
	if (this->status < STATUS_AUTHORIZED) {
 
		/* Illegal call, return error and ignore the packet */
 
@@ -1281,7 +1281,7 @@ void NetworkServerSendChat(NetworkAction
 
	}
 
}
 

	
 
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_CHAT)
 
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet *p)
 
{
 
	if (this->status < STATUS_AUTHORIZED) {
 
		/* Illegal call, return error and ignore the packet */
 
@@ -1313,7 +1313,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_SET_PASSWORD)
 
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Packet *p)
 
{
 
	if (this->status != STATUS_ACTIVE) {
 
		/* Illegal call, return error and ignore the packet */
 
@@ -1330,7 +1330,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_SET_NAME)
 
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet *p)
 
{
 
	if (this->status != STATUS_ACTIVE) {
 
		/* Illegal call, return error and ignore the packet */
 
@@ -1356,7 +1356,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_RCON)
 
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_RCON(Packet *p)
 
{
 
	if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
 

	
 
@@ -1381,7 +1381,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_MOVE)
 
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet *p)
 
{
 
	if (this->status != STATUS_ACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
 

	
src/network/network_server.h
Show inline comments
 
@@ -26,22 +26,22 @@ extern NetworkClientSocketPool _networkc
 
/** Class for handling the server side of the game connection. */
 
class ServerNetworkGameSocketHandler : public NetworkClientSocketPool::PoolItem<&_networkclientsocket_pool>, public NetworkGameSocketHandler, public TCPListenHandler<ServerNetworkGameSocketHandler, PACKET_SERVER_FULL, PACKET_SERVER_BANNED> {
 
protected:
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_JOIN);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GAME_PASSWORD);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ACK);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_CHAT);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_QUIT);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ERROR);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_RCON);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED);
 
	DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MOVE);
 
	virtual NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p);
 
	virtual NetworkRecvStatus Receive_CLIENT_COMPANY_INFO(Packet *p);
 
	virtual NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p);
 
	virtual NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p);
 
	virtual NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p);
 
	virtual NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet *p);
 
	virtual NetworkRecvStatus Receive_CLIENT_ACK(Packet *p);
 
	virtual NetworkRecvStatus Receive_CLIENT_COMMAND(Packet *p);
 
	virtual NetworkRecvStatus Receive_CLIENT_CHAT(Packet *p);
 
	virtual NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet *p);
 
	virtual NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet *p);
 
	virtual NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p);
 
	virtual NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p);
 
	virtual NetworkRecvStatus Receive_CLIENT_RCON(Packet *p);
 
	virtual NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet *p);
 
	virtual NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p);
 

	
 
	NetworkRecvStatus SendCompanyInfo();
 
	NetworkRecvStatus SendNewGRFCheck();
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