Changeset - r17642:ab10f4b22179
[Not reviewed]
master
0 8 0
rubidium - 14 years ago 2011-05-05 16:24:48
rubidium@openttd.org
(svn r22424) -Document: some more bits
8 files changed with 283 insertions and 43 deletions:
0 comments (0 inline, 0 general)
src/network/network.cpp
Show inline comments
 
@@ -126,7 +126,7 @@ NetworkClientInfo::~NetworkClientInfo()
 
 * @param client_id the ClientID to search for
 
 * @return return a pointer to the corresponding NetworkClientSocket struct or NULL when not found
 
 */
 
/* static */ NetworkClientSocket *NetworkClientSocket::GetByClientID(ClientID client_id)
 
/* static */ ServerNetworkGameSocketHandler *ServerNetworkGameSocketHandler::GetByClientID(ClientID client_id)
 
{
 
	NetworkClientSocket *cs;
 

	
 
@@ -479,6 +479,11 @@ void ParseConnectionString(const char **
 
	}
 
}
 

	
 
/**
 
 * Handle the acception of a connection to the server.
 
 * @param s The socket of the new connection.
 
 * @param address The address of the peer.
 
 */
 
/* static */ void ServerNetworkGameSocketHandler::AcceptConnection(SOCKET s, const NetworkAddress &address)
 
{
 
	/* Register the login */
src/network/network_admin.cpp
Show inline comments
 
@@ -107,6 +107,11 @@ ServerNetworkAdminSocketHandler::~Server
 
	}
 
}
 

	
 
/**
 
 * Handle the acception of a connection.
 
 * @param s The socket of the new connection.
 
 * @param address The address of the peer.
 
 */
 
/* static */ void ServerNetworkAdminSocketHandler::AcceptConnection(SOCKET s, const NetworkAddress &address)
 
{
 
	ServerNetworkAdminSocketHandler *as = new ServerNetworkAdminSocketHandler(s);
 
@@ -117,6 +122,10 @@ ServerNetworkAdminSocketHandler::~Server
 
 * Sending functions for admin network
 
 ************/
 

	
 
/**
 
 * Send an error to the admin.
 
 * @param error The error to send.
 
 */
 
NetworkRecvStatus ServerNetworkAdminSocketHandler::SendError(NetworkErrorCode error)
 
{
 
	Packet *p = new Packet(ADMIN_PACKET_SERVER_ERROR);
 
@@ -133,6 +142,7 @@ NetworkRecvStatus ServerNetworkAdminSock
 
	return this->CloseConnection(true);
 
}
 

	
 
/** Send the protocol version to the admin. */
 
NetworkRecvStatus ServerNetworkAdminSocketHandler::SendProtocol()
 
{
 
	Packet *p = new Packet(ADMIN_PACKET_SERVER_PROTOCOL);
 
@@ -152,6 +162,7 @@ NetworkRecvStatus ServerNetworkAdminSock
 
	return this->SendWelcome();
 
}
 

	
 
/** Send a welcome message to the admin. */
 
NetworkRecvStatus ServerNetworkAdminSocketHandler::SendWelcome()
 
{
 
	this->status = ADMIN_STATUS_ACTIVE;
 
@@ -174,6 +185,7 @@ NetworkRecvStatus ServerNetworkAdminSock
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/** Tell the admin we started a new game. */
 
NetworkRecvStatus ServerNetworkAdminSocketHandler::SendNewGame()
 
{
 
	Packet *p = new Packet(ADMIN_PACKET_SERVER_NEWGAME);
 
@@ -181,6 +193,7 @@ NetworkRecvStatus ServerNetworkAdminSock
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/** Tell the admin we're shutting down. */
 
NetworkRecvStatus ServerNetworkAdminSocketHandler::SendShutdown()
 
{
 
	Packet *p = new Packet(ADMIN_PACKET_SERVER_SHUTDOWN);
 
@@ -188,6 +201,7 @@ NetworkRecvStatus ServerNetworkAdminSock
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/** Tell the admin the date. */
 
NetworkRecvStatus ServerNetworkAdminSocketHandler::SendDate()
 
{
 
	Packet *p = new Packet(ADMIN_PACKET_SERVER_DATE);
 
@@ -198,6 +212,10 @@ NetworkRecvStatus ServerNetworkAdminSock
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/**
 
 * Tell the admin that a client joined.
 
 * @param client_id The client that joined.
 
 */
 
NetworkRecvStatus ServerNetworkAdminSocketHandler::SendClientJoin(ClientID client_id)
 
{
 
	Packet *p = new Packet(ADMIN_PACKET_SERVER_CLIENT_JOIN);
 
@@ -208,6 +226,10 @@ NetworkRecvStatus ServerNetworkAdminSock
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/**
 
 * Send an initial set of data from some client's information.
 
 * @param cs The information about a client.
 
 */
 
NetworkRecvStatus ServerNetworkAdminSocketHandler::SendClientInfo(const NetworkClientSocket *cs)
 
{
 
	/* Only send data when we're a proper client, not just someone trying to query the server. */
 
@@ -228,6 +250,11 @@ NetworkRecvStatus ServerNetworkAdminSock
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 

	
 
/**
 
 * Send an update for some client's information.
 
 * @param ci The information about a client.
 
 */
 
NetworkRecvStatus ServerNetworkAdminSocketHandler::SendClientUpdate(const NetworkClientInfo *ci)
 
{
 
	Packet *p = new Packet(ADMIN_PACKET_SERVER_CLIENT_UPDATE);
 
@@ -241,6 +268,10 @@ NetworkRecvStatus ServerNetworkAdminSock
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/**
 
 * Tell the admin that a client quit.
 
 * @param client_id The client that quit.
 
 */
 
NetworkRecvStatus ServerNetworkAdminSocketHandler::SendClientQuit(ClientID client_id)
 
{
 
	Packet *p = new Packet(ADMIN_PACKET_SERVER_CLIENT_QUIT);
 
@@ -251,6 +282,11 @@ NetworkRecvStatus ServerNetworkAdminSock
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/**
 
 * Tell the admin that a client made an error.
 
 * @param client_id The client that made the error.
 
 * @param error The error that was made.
 
 */
 
NetworkRecvStatus ServerNetworkAdminSocketHandler::SendClientError(ClientID client_id, NetworkErrorCode error)
 
{
 
	Packet *p = new Packet(ADMIN_PACKET_SERVER_CLIENT_ERROR);
 
@@ -262,6 +298,10 @@ NetworkRecvStatus ServerNetworkAdminSock
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/**
 
 * Tell the admin that a new company was founded.
 
 * @param company_id The company that was founded.
 
 */
 
NetworkRecvStatus ServerNetworkAdminSocketHandler::SendCompanyNew(CompanyID company_id)
 
{
 
	Packet *p = new Packet(ADMIN_PACKET_SERVER_COMPANY_NEW);
 
@@ -272,6 +312,10 @@ NetworkRecvStatus ServerNetworkAdminSock
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/**
 
 * Send the admin some information about a company.
 
 * @param c The company to send the information about.
 
 */
 
NetworkRecvStatus ServerNetworkAdminSocketHandler::SendCompanyInfo(const Company *c)
 
{
 
	char company_name[NETWORK_COMPANY_NAME_LENGTH];
 
@@ -298,6 +342,11 @@ NetworkRecvStatus ServerNetworkAdminSock
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 

	
 
/**
 
 * Send an update about a company.
 
 * @param c The company to send the update of.
 
 */
 
NetworkRecvStatus ServerNetworkAdminSocketHandler::SendCompanyUpdate(const Company *c)
 
{
 
	char company_name[NETWORK_COMPANY_NAME_LENGTH];
 
@@ -327,6 +376,11 @@ NetworkRecvStatus ServerNetworkAdminSock
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/**
 
 * Tell the admin that a company got removed.
 
 * @param company_id The company that got removed.
 
 * @param acrr The reason for removal, e.g. bankruptcy or merger.
 
 */
 
NetworkRecvStatus ServerNetworkAdminSocketHandler::SendCompanyRemove(CompanyID company_id, AdminCompanyRemoveReason acrr)
 
{
 
	Packet *p = new Packet(ADMIN_PACKET_SERVER_COMPANY_REMOVE);
 
@@ -339,6 +393,7 @@ NetworkRecvStatus ServerNetworkAdminSock
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/** Send economic information of all companies. */
 
NetworkRecvStatus ServerNetworkAdminSocketHandler::SendCompanyEconomy()
 
{
 
	const Company *company;
 
@@ -373,6 +428,7 @@ NetworkRecvStatus ServerNetworkAdminSock
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/** Send statistics about the companies. */
 
NetworkRecvStatus ServerNetworkAdminSocketHandler::SendCompanyStats()
 
{
 
	/* Fetch the latest version of the stats. */
 
@@ -402,6 +458,14 @@ NetworkRecvStatus ServerNetworkAdminSock
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/**
 
 * Send a chat message.
 
 * @param action The action associated with the message.
 
 * @param desttype The destination type.
 
 * @param client_id The origin of the chat message.
 
 * @param msg The actual message.
 
 * @param data Arbitrary extra data.
 
 */
 
NetworkRecvStatus ServerNetworkAdminSocketHandler::SendChat(NetworkAction action, DestType desttype, ClientID client_id, const char *msg, int64 data)
 
{
 
	Packet *p = new Packet(ADMIN_PACKET_SERVER_CHAT);
 
@@ -416,6 +480,11 @@ NetworkRecvStatus ServerNetworkAdminSock
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/**
 
 * Send the reply of an rcon command.
 
 * @param colour The colour of the text.
 
 * @param result The result of the command.
 
 */
 
NetworkRecvStatus ServerNetworkAdminSocketHandler::SendRcon(uint16 colour, const char *result)
 
{
 
	Packet *p = new Packet(ADMIN_PACKET_SERVER_RCON);
 
@@ -443,6 +512,11 @@ NetworkRecvStatus ServerNetworkAdminSock
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/**
 
 * Send console output of other clients.
 
 * @param origin The origin of the string.
 
 * @param string The string that's put on the console.
 
 */
 
NetworkRecvStatus ServerNetworkAdminSocketHandler::SendConsole(const char *origin, const char *string)
 
{
 
	/* If the length of both strings, plus the 2 '\0' terminations and 3 bytes of the packet
 
@@ -460,6 +534,7 @@ NetworkRecvStatus ServerNetworkAdminSock
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/** Send the names of the commands. */
 
NetworkRecvStatus ServerNetworkAdminSocketHandler::SendCmdNames()
 
{
 
	Packet *p = new Packet(ADMIN_PACKET_SERVER_CMD_NAMES);
 
@@ -489,6 +564,11 @@ NetworkRecvStatus ServerNetworkAdminSock
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/**
 
 * Send a command for logging purposes.
 
 * @param client_id The client executing the command.
 
 * @param cp The command that would be executed.
 
 */
 
NetworkRecvStatus ServerNetworkAdminSocketHandler::SendCmdLogging(ClientID client_id, const CommandPacket *cp)
 
{
 
	Packet *p = new Packet(ADMIN_PACKET_SERVER_CMD_LOGGING);
src/network/network_admin.h
Show inline comments
 
@@ -21,6 +21,7 @@
 
extern AdminIndex _redirect_console_to_admin;
 

	
 
class ServerNetworkAdminSocketHandler;
 
/** Pool with all admin connections. */
 
typedef Pool<ServerNetworkAdminSocketHandler, AdminIndex, 2, MAX_ADMINS, PT_NADMIN> NetworkAdminSocketPool;
 
extern NetworkAdminSocketPool _networkadminsocket_pool;
 

	
 
@@ -82,7 +83,17 @@ public:
 
	}
 
};
 

	
 
/**
 
 * Iterate over all the sockets from a given starting point.
 
 * @param var The variable to iterate with.
 
 * @param start The start of the iteration.
 
 */
 
#define FOR_ALL_ADMIN_SOCKETS_FROM(var, start) FOR_ALL_ITEMS_FROM(ServerNetworkAdminSocketHandler, adminsocket_index, var, start)
 

	
 
/**
 
 * Iterate over all the sockets.
 
 * @param var The variable to iterate with.
 
 */
 
#define FOR_ALL_ADMIN_SOCKETS(var) FOR_ALL_ADMIN_SOCKETS_FROM(var, 0)
 

	
 
void NetworkAdminClientInfo(const NetworkClientSocket *cs, bool new_client = false);
src/network/network_chat_gui.cpp
Show inline comments
 
@@ -30,30 +30,38 @@
 

	
 
#include "table/strings.h"
 

	
 
/* The draw buffer must be able to contain the chat message, client name and the "[All]" message,
 
/** The draw buffer must be able to contain the chat message, client name and the "[All]" message,
 
 * some spaces and possible translations of [All] to other languages. */
 
assert_compile((int)DRAW_STRING_BUFFER >= (int)NETWORK_CHAT_LENGTH + NETWORK_NAME_LENGTH + 40);
 

	
 
/** Spacing between chat lines. */
 
static const uint NETWORK_CHAT_LINE_SPACING = 3;
 

	
 
/** Container for a message. */
 
struct ChatMessage {
 
	char message[DRAW_STRING_BUFFER];
 
	TextColour colour;
 
	uint32 remove_time;
 
	char message[DRAW_STRING_BUFFER]; ///< The action message.
 
	TextColour colour;  ///< The colour of the message.
 
	uint32 remove_time; ///< The time to remove the message.
 
};
 

	
 
/* used for chat window */
 
static ChatMessage *_chatmsg_list = NULL;
 
static bool _chatmessage_dirty = false;
 
static bool _chatmessage_visible = false;
 
static bool _chat_tab_completion_active;
 
static uint MAX_CHAT_MESSAGES = 0;
 
static ChatMessage *_chatmsg_list = NULL; ///< The actual chat message list.
 
static bool _chatmessage_dirty = false;   ///< Does the chat message need repainting?
 
static bool _chatmessage_visible = false; ///< Is a chat message visible.
 
static bool _chat_tab_completion_active;  ///< Whether tab completion is active.
 
static uint MAX_CHAT_MESSAGES = 0;        ///< The limit of chat messages to show.
 

	
 
/* The chatbox grows from the bottom so the coordinates are pixels from
 
 * the left and pixels from the bottom. The height is the maximum height */
 
/**
 
 * The chatbox grows from the bottom so the coordinates are pixels from
 
 * the left and pixels from the bottom. The height is the maximum height.
 
 */
 
static PointDimension _chatmsg_box;
 
static uint8 *_chatmessage_backup = NULL;
 
static uint8 *_chatmessage_backup = NULL; ///< Backup in case text is moved.
 

	
 
/**
 
 * Count the chat messages.
 
 * @return The number of chat messages.
 
 */
 
static inline uint GetChatMessageCount()
 
{
 
	uint i = 0;
 
@@ -119,6 +127,7 @@ void NetworkReInitChatBoxSize()
 
	_chatmessage_backup  = ReallocT(_chatmessage_backup, _chatmsg_box.width * _chatmsg_box.height * BlitterFactoryBase::GetCurrentBlitter()->GetBytesPerPixel());
 
}
 

	
 
/** Initialize all buffers of the chat visualisation. */
 
void NetworkInitChatMessage()
 
{
 
	MAX_CHAT_MESSAGES    = _settings_client.gui.network_chat_box_height;
 
@@ -258,7 +267,12 @@ void NetworkDrawChatMessage()
 
	_chatmessage_dirty = false;
 
}
 

	
 

	
 
/**
 
 * Send an actual chat message.
 
 * @param buf The message to send.
 
 * @param type The type of destination.
 
 * @param dest The actual destination index.
 
 */
 
static void SendChat(const char *buf, DestType type, int dest)
 
{
 
	if (StrEmpty(buf)) return;
 
@@ -278,11 +292,18 @@ enum NetWorkChatWidgets {
 
	NWCW_SENDBUTTON,
 
};
 

	
 
/** Window to enter the chat message in. */
 
struct NetworkChatWindow : public QueryStringBaseWindow {
 
	DestType dtype;
 
	StringID dest_string;
 
	int dest;
 
	DestType dtype;       ///< The type of destination.
 
	StringID dest_string; ///< String representation of the destination.
 
	int dest;             ///< The identifier of the destination.
 

	
 
	/**
 
	 * Create a chat input window.
 
	 * @param desc Description of the looks of the window.
 
	 * @param type The type of destination.
 
	 * @param dest The actual destination index.
 
	 */
 
	NetworkChatWindow(const WindowDesc *desc, DestType type, int dest) : QueryStringBaseWindow(NETWORK_CHAT_LENGTH)
 
	{
 
		this->dtype   = type;
 
@@ -542,6 +563,7 @@ struct NetworkChatWindow : public QueryS
 
	}
 
};
 

	
 
/** The widgets of the chat window. */
 
static const NWidgetPart _nested_chat_window_widgets[] = {
 
	NWidget(NWID_HORIZONTAL),
 
		NWidget(WWT_CLOSEBOX, COLOUR_GREY, NWCW_CLOSE),
 
@@ -556,6 +578,7 @@ static const NWidgetPart _nested_chat_wi
 
	EndContainer(),
 
};
 

	
 
/** The description of the chat window. */
 
static const WindowDesc _chat_window_desc(
 
	WDP_MANUAL, 640, 14, // x, y, width, height
 
	WC_SEND_NETWORK_MSG, WC_NONE,
 
@@ -563,6 +586,12 @@ static const WindowDesc _chat_window_des
 
	_nested_chat_window_widgets, lengthof(_nested_chat_window_widgets)
 
);
 

	
 

	
 
/**
 
 * Show the chat window.
 
 * @param type The type of destination.
 
 * @param dest The actual destination index.
 
 */
 
void ShowNetworkChatQueryWindow(DestType type, int dest)
 
{
 
	DeleteWindowByClass(WC_SEND_NETWORK_MSG);
src/network/network_gui.cpp
Show inline comments
 
@@ -2045,11 +2045,10 @@ void ShowClientList()
 
	AllocateWindowDescFront<NetworkClientListWindow>(&_client_list_desc, 0);
 
}
 

	
 
/* Vars needed for the join-GUI */
 
NetworkJoinStatus _network_join_status;
 
uint8 _network_join_waiting;
 
uint32 _network_join_bytes;
 
uint32 _network_join_bytes_total;
 
NetworkJoinStatus _network_join_status; ///< The status of joining.
 
uint8 _network_join_waiting;            ///< The number of clients waiting in front of us.
 
uint32 _network_join_bytes;             ///< The number of bytes we already downloaded.
 
uint32 _network_join_bytes_total;       ///< The total number of bytes to download.
 

	
 
/** Widgets used for the join status window. */
 
enum NetworkJoinStatusWidgets {
src/network/network_internal.h
Show inline comments
 
@@ -52,7 +52,7 @@ extern bool _ddc_fastforward;
 

	
 
typedef class ServerNetworkGameSocketHandler NetworkClientSocket;
 

	
 

	
 
/** Status of the clients during joining. */
 
enum NetworkJoinStatus {
 
	NETWORK_JOIN_STATUS_CONNECTING,
 
	NETWORK_JOIN_STATUS_AUTHORIZING,
src/network/network_server.cpp
Show inline comments
 
@@ -43,8 +43,10 @@ static ClientID _network_client_id = CLI
 

	
 
/** Make very sure the preconditions given in network_type.h are actually followed */
 
assert_compile(MAX_CLIENT_SLOTS > MAX_CLIENTS);
 
/** Yes... */
 
assert_compile(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENT_SLOTS);
 

	
 
/** The pool with clients. */
 
NetworkClientSocketPool _networkclientsocket_pool("NetworkClientSocket");
 
INSTANTIATE_POOL_METHODS(NetworkClientSocket)
 

	
 
@@ -296,6 +298,10 @@ static void NetworkHandleCommandQueue(Ne
 
 *   DEF_SERVER_SEND_COMMAND has parameter: NetworkClientSocket *cs
 
 ************/
 

	
 
/**
 
 * Send the client information about a client.
 
 * @param ci The client to send information about.
 
 */
 
NetworkRecvStatus ServerNetworkGameSocketHandler::SendClientInfo(NetworkClientInfo *ci)
 
{
 
	if (ci->client_id != INVALID_CLIENT_ID) {
 
@@ -309,6 +315,7 @@ NetworkRecvStatus ServerNetworkGameSocke
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/** Send the client information about the companies. */
 
NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyInfo()
 
{
 
	/* Fetch the latest version of the stats */
 
@@ -371,6 +378,10 @@ NetworkRecvStatus ServerNetworkGameSocke
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/**
 
 * Send an error to the client, and close its connection.
 
 * @param error The error to disconnect for.
 
 */
 
NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode error)
 
{
 
	char str[100];
 
@@ -413,6 +424,7 @@ NetworkRecvStatus ServerNetworkGameSocke
 
	return this->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
 
}
 

	
 
/** Send the check for the NewGRFs. */
 
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGRFCheck()
 
{
 
	Packet *p = new Packet(PACKET_SERVER_CHECK_NEWGRFS);
 
@@ -432,6 +444,7 @@ NetworkRecvStatus ServerNetworkGameSocke
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/** Request the game password. */
 
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedGamePassword()
 
{
 
	/* Invalid packet when status is STATUS_AUTH_GAME or higher */
 
@@ -444,6 +457,7 @@ NetworkRecvStatus ServerNetworkGameSocke
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/** Request the company password. */
 
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedCompanyPassword()
 
{
 
	/* Invalid packet when status is STATUS_AUTH_COMPANY or higher */
 
@@ -458,6 +472,7 @@ NetworkRecvStatus ServerNetworkGameSocke
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/** Send the client a welcome message with some basic information. */
 
NetworkRecvStatus ServerNetworkGameSocketHandler::SendWelcome()
 
{
 
	Packet *p;
 
@@ -485,6 +500,7 @@ NetworkRecvStatus ServerNetworkGameSocke
 
	return this->SendClientInfo(NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER));
 
}
 

	
 
/** Tell the client that its put in a waiting queue. */
 
NetworkRecvStatus ServerNetworkGameSocketHandler::SendWait()
 
{
 
	int waiting = 0;
 
@@ -503,7 +519,7 @@ NetworkRecvStatus ServerNetworkGameSocke
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/* This sends the map to the client */
 
/** This sends the map to the client */
 
NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
 
{
 
	static uint sent_packets; // How many packets we did send succecfully last time
 
@@ -609,6 +625,10 @@ NetworkRecvStatus ServerNetworkGameSocke
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/**
 
 * Tell that a client joined.
 
 * @param client_id The client that joined.
 
 */
 
NetworkRecvStatus ServerNetworkGameSocketHandler::SendJoin(ClientID client_id)
 
{
 
	Packet *p = new Packet(PACKET_SERVER_JOIN);
 
@@ -619,7 +639,7 @@ NetworkRecvStatus ServerNetworkGameSocke
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 

	
 
/** Tell the client that they may run to a particular frame. */
 
NetworkRecvStatus ServerNetworkGameSocketHandler::SendFrame()
 
{
 
	Packet *p = new Packet(PACKET_SERVER_FRAME);
 
@@ -642,6 +662,7 @@ NetworkRecvStatus ServerNetworkGameSocke
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/** Request the client to sync. */
 
NetworkRecvStatus ServerNetworkGameSocketHandler::SendSync()
 
{
 
	Packet *p = new Packet(PACKET_SERVER_SYNC);
 
@@ -655,6 +676,10 @@ NetworkRecvStatus ServerNetworkGameSocke
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/**
 
 * Send a command to the client to execute.
 
 * @param cp The command to send.
 
 */
 
NetworkRecvStatus ServerNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
 
{
 
	Packet *p = new Packet(PACKET_SERVER_COMMAND);
 
@@ -667,6 +692,14 @@ NetworkRecvStatus ServerNetworkGameSocke
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/**
 
 * Send a chat message.
 
 * @param action The action associated with the message.
 
 * @param client_id The origin of the chat message.
 
 * @param self_send Whether we did send the message.
 
 * @param msg The actual message.
 
 * @param data Arbitrary extra data.
 
 */
 
NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action, ClientID client_id, bool self_send, const char *msg, int64 data)
 
{
 
	Packet *p = new Packet(PACKET_SERVER_CHAT);
 
@@ -681,6 +714,11 @@ NetworkRecvStatus ServerNetworkGameSocke
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/**
 
 * Tell the client another client quit with an error.
 
 * @param client_id The client that quit.
 
 * @param errorno The reason the client quit.
 
 */
 
NetworkRecvStatus ServerNetworkGameSocketHandler::SendErrorQuit(ClientID client_id, NetworkErrorCode errorno)
 
{
 
	Packet *p = new Packet(PACKET_SERVER_ERROR_QUIT);
 
@@ -692,6 +730,10 @@ NetworkRecvStatus ServerNetworkGameSocke
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/**
 
 * Tell the client another client quit.
 
 * @param client_id The client that quit.
 
 */
 
NetworkRecvStatus ServerNetworkGameSocketHandler::SendQuit(ClientID client_id)
 
{
 
	Packet *p = new Packet(PACKET_SERVER_QUIT);
 
@@ -702,6 +744,7 @@ NetworkRecvStatus ServerNetworkGameSocke
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/** Tell the client we're shutting down. */
 
NetworkRecvStatus ServerNetworkGameSocketHandler::SendShutdown()
 
{
 
	Packet *p = new Packet(PACKET_SERVER_SHUTDOWN);
 
@@ -709,6 +752,7 @@ NetworkRecvStatus ServerNetworkGameSocke
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/** Tell the client we're starting a new game. */
 
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGame()
 
{
 
	Packet *p = new Packet(PACKET_SERVER_NEWGAME);
 
@@ -716,6 +760,11 @@ NetworkRecvStatus ServerNetworkGameSocke
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/**
 
 * Send the result of a console action.
 
 * @param colour The colour of the result.
 
 * @param command The command that was executed.
 
 */
 
NetworkRecvStatus ServerNetworkGameSocketHandler::SendRConResult(uint16 colour, const char *command)
 
{
 
	Packet *p = new Packet(PACKET_SERVER_RCON);
 
@@ -726,6 +775,11 @@ NetworkRecvStatus ServerNetworkGameSocke
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/**
 
 * Tell that a client moved to another company.
 
 * @param client_id The client that moved.
 
 * @param company_id The company the client moved to.
 
 */
 
NetworkRecvStatus ServerNetworkGameSocketHandler::SendMove(ClientID client_id, CompanyID company_id)
 
{
 
	Packet *p = new Packet(PACKET_SERVER_MOVE);
 
@@ -736,6 +790,7 @@ NetworkRecvStatus ServerNetworkGameSocke
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/** Send an update about the company password states. */
 
NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyUpdate()
 
{
 
	Packet *p = new Packet(PACKET_SERVER_COMPANY_UPDATE);
 
@@ -745,6 +800,7 @@ NetworkRecvStatus ServerNetworkGameSocke
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/** Send an update about the max company/spectator counts. */
 
NetworkRecvStatus ServerNetworkGameSocketHandler::SendConfigUpdate()
 
{
 
	Packet *p = new Packet(PACKET_SERVER_CONFIG_UPDATE);
 
@@ -1168,7 +1224,16 @@ NetworkRecvStatus ServerNetworkGameSocke
 
}
 

	
 

	
 

	
 
/**
 
 * Send an actual chat message.
 
 * @param action The action that's performed.
 
 * @param desttype The type of destination.
 
 * @param dest The actual destination index.
 
 * @param msg The actual message.
 
 * @param from_id The origin of the message.
 
 * @param data Arbitrary data.
 
 * @param from_admin Whether the origin is an admin or not.
 
 */
 
void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const char *msg, ClientID from_id, int64 data, bool from_admin)
 
{
 
	NetworkClientSocket *cs;
 
@@ -1499,7 +1564,10 @@ void NetworkPopulateCompanyStats(Network
 
	}
 
}
 

	
 
/* Send a packet to all clients with updated info about this client_id */
 
/**
 
 * Send updated client info of a particular client.
 
 * @param client_id The client to send it for.
 
 */
 
void NetworkUpdateClientInfo(ClientID client_id)
 
{
 
	NetworkClientSocket *cs;
 
@@ -1516,7 +1584,7 @@ void NetworkUpdateClientInfo(ClientID cl
 
	NetworkAdminClientUpdate(ci);
 
}
 

	
 
/* Check if we want to restart the map */
 
/** Check if we want to restart the map */
 
static void NetworkCheckRestartMap()
 
{
 
	if (_settings_client.network.restart_game_year != 0 && _cur_year >= _settings_client.network.restart_game_year) {
 
@@ -1526,11 +1594,12 @@ static void NetworkCheckRestartMap()
 
	}
 
}
 

	
 
/* Check if the server has autoclean_companies activated
 
    Two things happen:
 
      1) If a company is not protected, it is closed after 1 year (for example)
 
      2) If a company is protected, protection is disabled after 3 years (for example)
 
           (and item 1. happens a year later) */
 
/** Check if the server has autoclean_companies activated
 
 * Two things happen:
 
 *     1) If a company is not protected, it is closed after 1 year (for example)
 
 *     2) If a company is protected, protection is disabled after 3 years (for example)
 
 *          (and item 1. happens a year later)
 
 */
 
static void NetworkAutoCleanCompanies()
 
{
 
	const NetworkClientInfo *ci;
 
@@ -1600,8 +1669,11 @@ static void NetworkAutoCleanCompanies()
 
	}
 
}
 

	
 
/* This function changes new_name to a name that is unique (by adding #1 ...)
 
 *  and it returns true if that succeeded. */
 
/**
 
 * Check whether a name is unique, and otherwise try to make it unique.
 
 * @param new_name The name to check/modify.
 
 * @return True if an unique name was achieved.
 
 */
 
bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH])
 
{
 
	bool found_name = false;
 
@@ -1683,7 +1755,10 @@ void NetworkServerSetCompanyPassword(Com
 
	NetworkServerUpdateCompanyPassworded(company_id, !StrEmpty(_network_company_states[company_id].password));
 
}
 

	
 
/* Handle the local command-queue */
 
/**
 
 * Handle the command-queue of a socket.
 
 * @param cs The socket to handle the queue for.
 
 */
 
static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
 
{
 
	CommandPacket *cp;
 
@@ -1693,7 +1768,10 @@ static void NetworkHandleCommandQueue(Ne
 
	}
 
}
 

	
 
/* This is called every tick if this is a _network_server */
 
/**
 
 * This is called every tick if this is a _network_server
 
 * @param send_frame Whether to send the frame to the clients.
 
 */
 
void NetworkServer_Tick(bool send_frame)
 
{
 
	NetworkClientSocket *cs;
 
@@ -1817,6 +1895,7 @@ const char *ServerNetworkGameSocketHandl
 
	return this->client_address.GetHostname();
 
}
 

	
 
/** Show the status message of all clients on the console. */
 
void NetworkServerShowStatusToConsole()
 
{
 
	static const char * const stat_str[] = {
 
@@ -1860,6 +1939,11 @@ void NetworkServerSendConfigUpdate()
 
	}
 
}
 

	
 
/**
 
 * Tell that a particular company is (not) passworded.
 
 * @param company_id The company that got/removed the password.
 
 * @param passworded Whether the password was received or removed.
 
 */
 
void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded)
 
{
 
	if (NetworkCompanyIsPassworded(company_id) == passworded) return;
 
@@ -1909,27 +1993,42 @@ void NetworkServerDoMove(ClientID client
 
	NetworkServerSendChat(action, DESTTYPE_BROADCAST, 0, "", client_id, company_id + 1);
 
}
 

	
 
/**
 
 * Send an rcon reply to the client.
 
 * @param client_id The identifier of the client.
 
 * @param colour_code The colour of the text.
 
 * @param string The actual reply.
 
 */
 
void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const char *string)
 
{
 
	NetworkClientSocket::GetByClientID(client_id)->SendRConResult(colour_code, string);
 
}
 

	
 
static void NetworkServerSendError(ClientID client_id, NetworkErrorCode error)
 
{
 
	NetworkClientSocket::GetByClientID(client_id)->SendError(error);
 
}
 

	
 
/**
 
 * Kick a single client.
 
 * @param client_id The client to kick.
 
 */
 
void NetworkServerKickClient(ClientID client_id)
 
{
 
	if (client_id == CLIENT_ID_SERVER) return;
 
	NetworkServerSendError(client_id, NETWORK_ERROR_KICKED);
 
	NetworkClientSocket::GetByClientID(client_id)->SendError(NETWORK_ERROR_KICKED);
 
}
 

	
 
/**
 
 * Ban, or kick, everyone joined from the given client's IP.
 
 * @param client_id The client to check for.
 
 * @param ban Whether to ban or kick.
 
 */
 
uint NetworkServerKickOrBanIP(ClientID client_id, bool ban)
 
{
 
	return NetworkServerKickOrBanIP(NetworkClientSocket::GetByClientID(client_id)->GetClientIP(), ban);
 
}
 

	
 
/**
 
 * Kick or ban someone based on an IP address.
 
 * @param ip The IP address/range to ban/kick.
 
 * @param ban Whether to ban or just kick.
 
 */
 
uint NetworkServerKickOrBanIP(const char *ip, bool ban)
 
{
 
	/* Add address to ban-list */
 
@@ -1950,6 +2049,11 @@ uint NetworkServerKickOrBanIP(const char
 
	return n;
 
}
 

	
 
/**
 
 * Check whether a particular company has clients.
 
 * @param company The company to check.
 
 * @return True if at least one client is joined to the company.
 
 */
 
bool NetworkCompanyHasClients(CompanyID company)
 
{
 
	const NetworkClientInfo *ci;
src/network/network_server.h
Show inline comments
 
@@ -19,7 +19,9 @@
 
#include "../thread/thread.h"
 

	
 
class ServerNetworkGameSocketHandler;
 
/** Make the code look slightliy nicer/simpler. */
 
typedef ServerNetworkGameSocketHandler NetworkClientSocket;
 
/** Pool with all client sockets. */
 
typedef Pool<NetworkClientSocket, ClientIndex, 8, MAX_CLIENT_SLOTS, PT_NCLIENT> NetworkClientSocketPool;
 
extern NetworkClientSocketPool _networkclientsocket_pool;
 

	
 
@@ -125,7 +127,17 @@ public:
 
void NetworkServer_Tick(bool send_frame);
 
void NetworkServerSetCompanyPassword(CompanyID company_id, const char *password, bool already_hashed = true);
 

	
 
/**
 
 * Iterate over all the sockets from a given starting point.
 
 * @param var The variable to iterate with.
 
 * @param start The start of the iteration.
 
 */
 
#define FOR_ALL_CLIENT_SOCKETS_FROM(var, start) FOR_ALL_ITEMS_FROM(NetworkClientSocket, clientsocket_index, var, start)
 

	
 
/**
 
 * Iterate over all the sockets.
 
 * @param var The variable to iterate with.
 
 */
 
#define FOR_ALL_CLIENT_SOCKETS(var) FOR_ALL_CLIENT_SOCKETS_FROM(var, 0)
 

	
 
#else /* ENABLE_NETWORK */
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