Changeset - r716:ae3edbaa50e7
[Not reviewed]
master
0 15 0
truelight - 19 years ago 2004-12-19 10:17:26
truelight@openttd.org
(svn r1168) -Cleanup: [Network] Cleaned the network code a bit. Added 'const'
and 'void' where needed, prefixed all functions, typedefs and global
vars with 'Network' and organized all externals nicely.
15 files changed with 118 insertions and 116 deletions:
0 comments (0 inline, 0 general)
console_cmds.c
Show inline comments
 
@@ -147,7 +147,7 @@ DEF_CONSOLE_CMD(ConStatus)
 
{
 
	const char *status;
 
	int lag;
 
	const ClientState *cs;
 
	const NetworkClientState *cs;
 
	const NetworkClientInfo *ci;
 
	FOR_ALL_CLIENTS(cs) {
 
		lag = NetworkCalculateLag(cs);
 
@@ -217,7 +217,7 @@ DEF_CONSOLE_CMD(ConKick)
 
DEF_CONSOLE_CMD(ConResetCompany)
 
{
 
	Player *p;
 
	ClientState *cs;
 
	NetworkClientState *cs;
 
	NetworkClientInfo *ci;
 

	
 
	if (argc == 2) {
economy.c
Show inline comments
 
@@ -402,7 +402,7 @@ static void PlayersCheckBankrupt(Player 
 
					// If we are the server, make sure it is clear that his player is no
 
					//  longer with us!
 
					NetworkClientInfo *ci;
 
					ClientState *cs;
 
					NetworkClientState *cs;
 
					/* Find all clients that were in control of this company */
 
					FOR_ALL_CLIENTS(cs) {
 
						ci = DEREF_CLIENT_INFO(cs);
network.c
Show inline comments
 
@@ -35,6 +35,10 @@ static byte _network_clients_connected =
 
// The index counter for new clients (is never decreased)
 
static uint16 _network_client_index = NETWORK_SERVER_INDEX + 1;
 

	
 
/* Some externs / forwards */
 
extern void ShowJoinStatusWindow();
 
extern void StateGameLoop();
 

	
 
// Function that looks up the CI for a given client-index
 
NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index)
 
{
 
@@ -48,9 +52,9 @@ NetworkClientInfo *NetworkFindClientInfo
 
}
 

	
 
// Function that looks up the CS for a given client-index
 
ClientState *NetworkFindClientStateFromIndex(uint16 client_index)
 
NetworkClientState *NetworkFindClientStateFromIndex(uint16 client_index)
 
{
 
	ClientState *cs;
 
	NetworkClientState *cs;
 

	
 
	for (cs = _clients; cs != &_clients[MAX_CLIENT_INFO]; cs++)
 
		if (cs->index == client_index)
 
@@ -61,7 +65,7 @@ ClientState *NetworkFindClientStateFromI
 

	
 
// NetworkGetClientName is a server-safe function to get the name of the client
 
//  if the user did not send it yet, Client #<no> is used.
 
void NetworkGetClientName(char *client_name, size_t size, ClientState *cs)
 
void NetworkGetClientName(char *client_name, size_t size, const NetworkClientState *cs)
 
{
 
	NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs);
 
	if (ci->client_name[0] == '\0')
 
@@ -119,7 +123,7 @@ void CDECL NetworkTextMessage(NetworkAct
 
}
 

	
 
// Calculate the frame-lag of a client
 
uint NetworkCalculateLag(const ClientState *cs)
 
uint NetworkCalculateLag(const NetworkClientState *cs)
 
{
 
	int lag = cs->last_frame_server - cs->last_frame;
 
	// This client has missed his ACK packet after 1 DAY_TICKS..
 
@@ -150,7 +154,7 @@ void ServerStartError(char *error) {
 
	NetworkError(STR_NETWORK_ERR_SERVER_START);
 
}
 

	
 
void NetworkClientError(byte res, ClientState *cs) {
 
static void NetworkClientError(byte res, NetworkClientState *cs) {
 
	// First, send a CLIENT_ERROR to the server, so he knows we are
 
	//  disconnection (and why!)
 
	NetworkErrorCode errorno;
 
@@ -158,7 +162,7 @@ void NetworkClientError(byte res, Client
 
	// We just want to close the connection..
 
	if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
 
		cs->quited = true;
 
		CloseClient(cs);
 
		NetworkCloseClient(cs);
 
		_networking = false;
 

	
 
		DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
 
@@ -179,12 +183,12 @@ void NetworkClientError(byte res, Client
 
	}
 

	
 
	_switch_mode = SM_MENU;
 
	CloseClient(cs);
 
	NetworkCloseClient(cs);
 
	_networking = false;
 
}
 

	
 
// Find all IP-aliases for this host
 
void NetworkFindIPs(void)
 
static void NetworkFindIPs(void)
 
{
 
	int i, last;
 

	
 
@@ -388,9 +392,9 @@ void ParseConnectionString(const byte **
 

	
 
// Creates a new client from a socket
 
//   Used both by the server and the client
 
static ClientState *AllocClient(SOCKET s)
 
static NetworkClientState *NetworkAllocClient(SOCKET s)
 
{
 
	ClientState *cs;
 
	NetworkClientState *cs;
 
	NetworkClientInfo *ci;
 
	byte client_no;
 

	
 
@@ -429,7 +433,7 @@ static ClientState *AllocClient(SOCKET s
 
}
 

	
 
// Close a connection
 
void CloseClient(ClientState *cs)
 
void NetworkCloseClient(NetworkClientState *cs)
 
{
 
	NetworkClientInfo *ci;
 
	// Socket is already dead
 
@@ -442,7 +446,7 @@ void CloseClient(ClientState *cs)
 
		NetworkErrorCode errorno = NETWORK_ERROR_CONNECTION_LOST;
 
		char str1[100], str2[100];
 
		char client_name[NETWORK_NAME_LENGTH];
 
		ClientState *new_cs;
 
		NetworkClientState *new_cs;
 

	
 
		NetworkGetClientName(client_name, sizeof(client_name), cs);
 

	
 
@@ -503,10 +507,8 @@ void CloseClient(ClientState *cs)
 
	ci->client_index = NETWORK_EMPTY_INDEX;
 
}
 

	
 
extern void ShowJoinStatusWindow();
 

	
 
// A client wants to connect to a server
 
bool NetworkConnect(const char *hostname, int port)
 
static bool NetworkConnect(const char *hostname, int port)
 
{
 
	SOCKET s;
 
	struct sockaddr_in sin;
 
@@ -550,7 +552,7 @@ bool NetworkConnect(const char *hostname
 
	}
 

	
 
	// in client mode, only the first client field is used. it's pointing to the server.
 
	AllocClient(s);
 
	NetworkAllocClient(s);
 

	
 
	ShowJoinStatusWindow();
 

	
 
@@ -564,7 +566,7 @@ static void NetworkAcceptClients(void)
 
{
 
	struct sockaddr_in sin;
 
	SOCKET s;
 
	ClientState *cs;
 
	NetworkClientState *cs;
 
#ifndef __MORPHOS__
 
	int sin_len;
 
#else
 
@@ -594,7 +596,7 @@ static void NetworkAcceptClients(void)
 
		{int b = 1; setsockopt(s, IPPROTO_TCP, TCP_NODELAY, (const char*)&b, sizeof(b));}
 
		#endif
 

	
 
		cs = AllocClient(s);
 
		cs = NetworkAllocClient(s);
 
		if (cs == NULL) {
 
			// no more clients allowed?
 
			// Send to the client that we are full!
 
@@ -626,7 +628,7 @@ static void NetworkAcceptClients(void)
 
}
 

	
 
// Set up the listen socket for the server
 
bool NetworkListen(void)
 
static bool NetworkListen(void)
 
{
 
	SOCKET ls;
 
	struct sockaddr_in sin;
 
@@ -682,16 +684,16 @@ bool NetworkListen(void)
 
}
 

	
 
// Close all current connections
 
void NetworkClose(void)
 
static void NetworkClose(void)
 
{
 
	ClientState *cs;
 
	NetworkClientState *cs;
 

	
 
	FOR_ALL_CLIENTS(cs) {
 
		if (!_network_server) {
 
			SEND_COMMAND(PACKET_CLIENT_QUIT)("leaving");
 
			NetworkSend_Packets(cs);
 
		}
 
		CloseClient(cs);
 
		NetworkCloseClient(cs);
 
	}
 

	
 
	if (_network_server) {
 
@@ -704,9 +706,9 @@ void NetworkClose(void)
 
}
 

	
 
// Inits the network (cleans sockets and stuff)
 
void NetworkInitialize(void)
 
static void NetworkInitialize(void)
 
{
 
	ClientState *cs;
 
	NetworkClientState *cs;
 
	uint i;
 

	
 
	_local_command_queue = NULL;
 
@@ -735,7 +737,7 @@ void NetworkInitialize(void)
 
	// add all servers from the config file to our list
 
	for (i=0; i != lengthof(_network_server_list); i++) {
 
		if (_network_server_list[i] == NULL) break;
 
		AddServer(_network_server_list[i]);
 
		NetworkAddServer(_network_server_list[i]);
 
	}
 
}
 

	
 
@@ -775,22 +777,25 @@ void NetworkQueryServer(const byte* host
 

	
 
// validates an address entered as a string and adds the server to
 
// the list
 
void AddServer(byte *b)
 
void NetworkAddServer(const byte *b)
 
{
 
	if (*b != '\0') {
 
		const byte *port = NULL;
 
		const byte *player = NULL;
 
		byte host[NETWORK_HOSTNAME_LENGTH];
 
		uint16 rport;
 

	
 
		ttd_strlcpy(host, b, lengthof(host));
 

	
 
		ttd_strlcpy(_network_default_ip, b, lengthof(_network_default_ip));
 
		rport = NETWORK_DEFAULT_PORT;
 

	
 
		ParseConnectionString(&player, &port, b);
 
		ParseConnectionString(&player, &port, host);
 

	
 
		if (player != NULL) _network_playas = atoi(player);
 
		if (port != NULL) rport = atoi(port);
 

	
 
		NetworkQueryServer(b, rport, true);
 
		NetworkQueryServer(host, rport, true);
 
	}
 
}
 

	
 
@@ -823,7 +828,7 @@ bool NetworkClientConnectGame(const byte
 
	return _networking;
 
}
 

	
 
void NetworkInitGameInfo(void)
 
static void NetworkInitGameInfo(void)
 
{
 
	NetworkClientInfo *ci;
 

	
 
@@ -913,7 +918,7 @@ bool NetworkServerStart(void)
 
void NetworkReboot(void)
 
{
 
	if (_network_server) {
 
		ClientState *cs;
 
		NetworkClientState *cs;
 
		FOR_ALL_CLIENTS(cs) {
 
			SEND_COMMAND(PACKET_SERVER_NEWGAME)(cs);
 
			NetworkSend_Packets(cs);
 
@@ -937,7 +942,7 @@ void NetworkReboot(void)
 
void NetworkDisconnect(void)
 
{
 
	if (_network_server) {
 
		ClientState *cs;
 
		NetworkClientState *cs;
 
		FOR_ALL_CLIENTS(cs) {
 
			SEND_COMMAND(PACKET_SERVER_SHUTDOWN)(cs);
 
			NetworkSend_Packets(cs);
 
@@ -964,9 +969,9 @@ void NetworkDisconnect(void)
 
}
 

	
 
// Receives something from the network
 
bool NetworkReceive(void)
 
static bool NetworkReceive(void)
 
{
 
	ClientState *cs;
 
	NetworkClientState *cs;
 
	int n;
 
	fd_set read_fd, write_fd;
 
	struct timeval tv;
 
@@ -1022,7 +1027,7 @@ bool NetworkReceive(void)
 
// This sends all buffered commands (if possible)
 
static void NetworkSend(void)
 
{
 
	ClientState *cs;
 
	NetworkClientState *cs;
 
	FOR_ALL_CLIENTS(cs) {
 
		if (cs->writable) {
 
			NetworkSend_Packets(cs);
 
@@ -1036,7 +1041,7 @@ static void NetworkSend(void)
 
}
 

	
 
// Handle the local-command-queue
 
void NetworkHandleLocalQueue(void)
 
static void NetworkHandleLocalQueue(void)
 
{
 
	if (_local_command_queue != NULL) {
 
		CommandPacket *cp;
 
@@ -1071,10 +1076,7 @@ void NetworkHandleLocalQueue(void)
 
	}
 
}
 

	
 

	
 
extern void StateGameLoop();
 

	
 
bool NetworkDoClientLoop(void)
 
static bool NetworkDoClientLoop(void)
 
{
 
	_frame_counter++;
 

	
 
@@ -1168,7 +1170,7 @@ void NetworkGameLoop(void)
 
	NetworkSend();
 
}
 

	
 
void NetworkGenerateUniqueId()
 
static void NetworkGenerateUniqueId(void)
 
{
 
	md5_state_t state;
 
	md5_byte_t digest[16];
network.h
Show inline comments
 
@@ -193,6 +193,6 @@ VARDEF byte _network_playas; // an id to
 

	
 
void ParseConnectionString(const byte **player, const byte **port, byte *connection_string);
 
void NetworkUpdateClientInfo(uint16 client_index);
 
void AddServer(byte *b);
 
void NetworkAddServer(const byte *b);
 

	
 
#endif /* NETWORK_H */
network_client.c
Show inline comments
 
@@ -15,6 +15,8 @@
 
// This file handles all the client-commands
 

	
 

	
 
extern const char _openttd_revision[];
 

	
 
// So we don't make too much typos ;)
 
#define MY_CLIENT DEREF_CLIENT(0)
 

	
 
@@ -43,8 +45,6 @@ DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_CO
 
	NetworkSend_Packet(p, MY_CLIENT);
 
}
 

	
 
extern const char _openttd_revision[];
 

	
 
DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_JOIN)
 
{
 
	//
 
@@ -805,7 +805,7 @@ void NetworkClient_Connected(void)
 
}
 

	
 
// Reads the packets from the socket-stream, if available
 
NetworkRecvStatus NetworkClient_ReadPackets(ClientState *cs)
 
NetworkRecvStatus NetworkClient_ReadPackets(NetworkClientState *cs)
 
{
 
	Packet *p;
 
	NetworkRecvStatus res = NETWORK_RECV_STATUS_OKAY;
network_client.h
Show inline comments
 
@@ -14,7 +14,7 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLI
 
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_NAME)(const char *name);
 
DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_ACK);
 

	
 
NetworkRecvStatus NetworkClient_ReadPackets(ClientState *cs);
 
NetworkRecvStatus NetworkClient_ReadPackets(NetworkClientState *cs);
 
void NetworkClient_Connected(void);
 

	
 
#endif /* ENABLE_NETWORK */
network_data.c
Show inline comments
 
@@ -86,7 +86,7 @@ assert_compile(sizeof(PacketSize) == 2);
 
//  as soon as possible
 
// (that is: the next tick, or maybe one tick later if the
 
//   OS-network-buffer is full)
 
void NetworkSend_Packet(Packet *packet, ClientState *cs)
 
void NetworkSend_Packet(Packet *packet, NetworkClientState *cs)
 
{
 
	Packet *p;
 
	assert(packet != NULL);
 
@@ -114,9 +114,9 @@ void NetworkSend_Packet(Packet *packet, 
 
//  this handles what to do.
 
// For clients: close connection and drop back to main-menu
 
// For servers: close connection and that is it
 
NetworkRecvStatus CloseConnection(ClientState *cs)
 
NetworkRecvStatus CloseConnection(NetworkClientState *cs)
 
{
 
	CloseClient(cs);
 
	NetworkCloseClient(cs);
 

	
 
	// Clients drop back to the main menu
 
	if (!_network_server) {
 
@@ -136,7 +136,7 @@ NetworkRecvStatus CloseConnection(Client
 
//   2) the OS reports back that it can not send any more
 
//        data right now (full network-buffer, it happens ;))
 
//   3) sending took too long
 
bool NetworkSend_Packets(ClientState *cs)
 
bool NetworkSend_Packets(NetworkClientState *cs)
 
{
 
	ssize_t res;
 
	Packet *p;
 
@@ -242,7 +242,7 @@ void NetworkRecv_string(Packet *p, char*
 
// (the line: 'p->size = (uint16)p->buffer[0];' and below)
 
assert_compile(sizeof(PacketSize) == 2);
 

	
 
Packet *NetworkRecv_Packet(ClientState *cs, NetworkRecvStatus *status)
 
Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status)
 
{
 
	ssize_t res;
 
	Packet *p;
 
@@ -330,7 +330,7 @@ Packet *NetworkRecv_Packet(ClientState *
 
}
 

	
 
// Add a command to the local command queue
 
void NetworkAddCommandQueue(ClientState *cs, CommandPacket *cp)
 
void NetworkAddCommandQueue(NetworkClientState *cs, CommandPacket *cp)
 
{
 
	CommandPacket *new_cp = malloc(sizeof(CommandPacket));
 

	
 
@@ -390,7 +390,7 @@ void NetworkSend_Command(uint32 tile, ui
 
		//   client on the server can do everything 1 tick faster then others.
 
		//   So to keep the game fair, we delay the command with 1 tick
 
		//   which gives about the same speed as most clients.
 
		ClientState *cs;
 
		NetworkClientState *cs;
 

	
 
		// And we queue it for delivery to the clients
 
		FOR_ALL_CLIENTS(cs) {
network_data.h
Show inline comments
 
@@ -107,7 +107,7 @@ typedef enum {
 
} NetworkPasswordType;
 

	
 
// To keep the clients all together
 
typedef struct ClientState {
 
typedef struct NetworkClientState {
 
	int socket;
 
	uint16 index;
 
	uint32 last_frame;
 
@@ -122,7 +122,7 @@ typedef struct ClientState {
 
	Packet *packet_recv; // Partially received packet
 

	
 
	CommandPacket *command_queue; // The command-queue awaiting delivery
 
} ClientState;
 
} NetworkClientState;
 

	
 
// What packet types are there
 
// WARNING: The first 3 packets can NEVER change order again
 
@@ -173,17 +173,17 @@ SOCKET _udp_client_socket; // udp client
 

	
 
// Here we keep track of the clients
 
//  (and the client uses [0] for his own communication)
 
ClientState _clients[MAX_CLIENTS];
 
NetworkClientState _clients[MAX_CLIENTS];
 
#define DEREF_CLIENT(i) (&_clients[i])
 
// This returns the NetworkClientInfo from a ClientState
 
// This returns the NetworkClientInfo from a NetworkClientState
 
#define DEREF_CLIENT_INFO(cs) (&_network_client_info[cs - _clients])
 

	
 
// Macros to make life a bit more easier
 
#define DEF_CLIENT_RECEIVE_COMMAND(type) NetworkRecvStatus NetworkPacketReceive_ ## type ## _command(Packet *p)
 
#define DEF_CLIENT_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command(void)
 
#define DEF_CLIENT_SEND_COMMAND_PARAM(type) void NetworkPacketSend_ ## type ## _command
 
#define DEF_SERVER_RECEIVE_COMMAND(type) void NetworkPacketReceive_ ## type ## _command(ClientState *cs, Packet *p)
 
#define DEF_SERVER_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command(ClientState *cs)
 
#define DEF_SERVER_RECEIVE_COMMAND(type) void NetworkPacketReceive_ ## type ## _command(NetworkClientState *cs, Packet *p)
 
#define DEF_SERVER_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command(NetworkClientState *cs)
 
#define DEF_SERVER_SEND_COMMAND_PARAM(type) void NetworkPacketSend_ ## type ## _command
 

	
 
#define SEND_COMMAND(type) NetworkPacketSend_ ## type ## _command
 
@@ -197,27 +197,27 @@ void NetworkSend_uint16(Packet *packet, 
 
void NetworkSend_uint32(Packet *packet, uint32 data);
 
void NetworkSend_uint64(Packet *packet, uint64 data);
 
void NetworkSend_string(Packet *packet, const char* data);
 
void NetworkSend_Packet(Packet *packet, ClientState *cs);
 
void NetworkSend_Packet(Packet *packet, NetworkClientState *cs);
 

	
 
uint8 NetworkRecv_uint8(Packet *packet);
 
uint16 NetworkRecv_uint16(Packet *packet);
 
uint32 NetworkRecv_uint32(Packet *packet);
 
uint64 NetworkRecv_uint64(Packet *packet);
 
void NetworkRecv_string(Packet *packet, char* buffer, size_t size);
 
Packet *NetworkRecv_Packet(ClientState *cs, NetworkRecvStatus *status);
 
Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status);
 

	
 
bool NetworkSend_Packets(ClientState *cs);
 
bool NetworkSend_Packets(NetworkClientState *cs);
 
void NetworkExecuteCommand(CommandPacket *cp);
 
void NetworkAddCommandQueue(ClientState *cs, CommandPacket *cp);
 
void NetworkAddCommandQueue(NetworkClientState *cs, CommandPacket *cp);
 

	
 
// from network.c
 
void CloseClient(ClientState *cs);
 
void NetworkCloseClient(NetworkClientState *cs);
 
void CDECL NetworkTextMessage(NetworkAction action, uint16 color, const char *name, const char *str, ...);
 
void NetworkGetClientName(char *clientname, size_t size, ClientState *cs);
 
uint NetworkCalculateLag(const ClientState *cs);
 
void NetworkGetClientName(char *clientname, size_t size, const NetworkClientState *cs);
 
uint NetworkCalculateLag(const NetworkClientState *cs);
 
byte NetworkGetCurrentLanguageIndex();
 
NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index);
 
ClientState *NetworkFindClientStateFromIndex(uint16 client_index);
 
NetworkClientState *NetworkFindClientStateFromIndex(uint16 client_index);
 
unsigned long NetworkResolveHost(const char *hostname);
 

	
 
#endif /* ENABLE_NETWORK */
network_gamelist.c
Show inline comments
 
@@ -65,7 +65,7 @@ NetworkGameList *NetworkGameListAddItem(
 
	return item;
 
}
 

	
 
void NetworkGameListAddQueriedItem(NetworkGameInfo *info, bool server_online)
 
void NetworkGameListAddQueriedItem(const NetworkGameInfo *info, bool server_online)
 
{
 
	// We queried a server and now we are going to add it to the list
 
	NetworkGameList *item;
network_gamelist.h
Show inline comments
 
@@ -3,6 +3,6 @@
 

	
 
void NetworkGameListClear(void);
 
NetworkGameList *NetworkGameListAddItem(uint32 ip, uint16 port);
 
void NetworkGameListAddQueriedItem(NetworkGameInfo *info, bool server_online);
 
void NetworkGameListAddQueriedItem(const NetworkGameInfo *info, bool server_online);
 

	
 
#endif /* NETWORK_GAMELIST_H */
network_gui.c
Show inline comments
 
@@ -317,7 +317,7 @@ static void NetworkGameWindowWndProc(Win
 
		break;
 

	
 
	case WE_ON_EDIT_TEXT: {
 
		AddServer(e->edittext.str);
 
		NetworkAddServer(e->edittext.str);
 
	} break;
 

	
 
	case WE_CREATE: {
network_server.c
Show inline comments
 
@@ -15,18 +15,20 @@
 

	
 
// This file handles all the server-commands
 

	
 
void NetworkHandleCommandQueue(ClientState *cs);
 
void NetworkHandleCommandQueue(NetworkClientState *cs);
 
void NetworkPopulateCompanyInfo(void);
 
void NetworkSendPatchSettings(ClientState *cs);
 
void NetworkSendPatchSettings(NetworkClientState *cs);
 

	
 
extern const char _openttd_revision[];
 

	
 
// Is the network enabled?
 

	
 
// **********
 
// Sending functions
 
//   DEF_SERVER_SEND_COMMAND has parameter: ClientState *cs
 
//   DEF_SERVER_SEND_COMMAND has parameter: NetworkClientState *cs
 
// **********
 

	
 
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CLIENT_INFO)(ClientState *cs, NetworkClientInfo *ci)
 
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CLIENT_INFO)(NetworkClientState *cs, NetworkClientInfo *ci)
 
{
 
	//
 
	// Packet: SERVER_CLIENT_INFO
 
@@ -119,7 +121,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_CO
 
	}
 
}
 

	
 
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(ClientState *cs, NetworkErrorCode error)
 
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientState *cs, NetworkErrorCode error)
 
{
 
	//
 
	// Packet: SERVER_ERROR
 
@@ -128,7 +130,7 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SER
 
	//    uint8:  ErrorID (see network_data.h, NetworkErrorCode)
 
	//
 

	
 
	ClientState *new_cs;
 
	NetworkClientState *new_cs;
 
	char str1[100], str2[100];
 
	char client_name[NETWORK_NAME_LENGTH];
 

	
 
@@ -167,10 +169,10 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SER
 
	NetworkSend_Packets(cs);
 

	
 
	// The client made a mistake, so drop his connection now!
 
	CloseClient(cs);
 
	NetworkCloseClient(cs);
 
}
 

	
 
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_NEED_PASSWORD)(ClientState *cs, NetworkPasswordType type)
 
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_NEED_PASSWORD)(NetworkClientState *cs, NetworkPasswordType type)
 
{
 
	//
 
	// Packet: SERVER_NEED_PASSWORD
 
@@ -194,7 +196,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WE
 
	//
 

	
 
	Packet *p;
 
	ClientState *new_cs;
 
	NetworkClientState *new_cs;
 

	
 
	// Invalid packet when status is AUTH or higher
 
	if (cs->status >= STATUS_AUTH)
 
@@ -226,7 +228,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WA
 
	//    uint8:  Clients awaiting map
 
	//
 
	int waiting = 0;
 
	ClientState *new_cs;
 
	NetworkClientState *new_cs;
 
	Packet *p;
 

	
 
	// Count how many players are waiting in the queue
 
@@ -327,7 +329,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MA
 
				fclose(file_pointer);
 

	
 
				{
 
					ClientState *new_cs;
 
					NetworkClientState *new_cs;
 
					bool new_map_client = false;
 
					// Check if there is a client waiting for receiving the map
 
					//  and start sending him the map
 
@@ -364,7 +366,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MA
 
	}
 
}
 

	
 
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_JOIN)(ClientState *cs, uint16 client_index)
 
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_JOIN)(NetworkClientState *cs, uint16 client_index)
 
{
 
	//
 
	// Packet: SERVER_JOIN
 
@@ -430,7 +432,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SY
 
	NetworkSend_Packet(p, cs);
 
}
 

	
 
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_COMMAND)(ClientState *cs, CommandPacket *cp)
 
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_COMMAND)(NetworkClientState *cs, CommandPacket *cp)
 
{
 
	//
 
	// Packet: SERVER_COMMAND
 
@@ -470,7 +472,7 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SER
 
	NetworkSend_Packet(p, cs);
 
}
 

	
 
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CHAT)(ClientState *cs, NetworkAction action, uint16 client_index, const char *msg)
 
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CHAT)(NetworkClientState *cs, NetworkAction action, uint16 client_index, const char *msg)
 
{
 
	//
 
	// Packet: SERVER_CHAT
 
@@ -490,7 +492,7 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SER
 
	NetworkSend_Packet(p, cs);
 
}
 

	
 
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(ClientState *cs, uint16 client_index, NetworkErrorCode errorno)
 
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(NetworkClientState *cs, uint16 client_index, NetworkErrorCode errorno)
 
{
 
	//
 
	// Packet: SERVER_ERROR_QUIT
 
@@ -509,7 +511,7 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SER
 
	NetworkSend_Packet(p, cs);
 
}
 

	
 
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_QUIT)(ClientState *cs, uint16 client_index, const char *leavemsg)
 
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_QUIT)(NetworkClientState *cs, uint16 client_index, const char *leavemsg)
 
{
 
	//
 
	// Packet: SERVER_ERROR_QUIT
 
@@ -556,7 +558,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_NE
 

	
 
// **********
 
// Receiving functions
 
//   DEF_SERVER_RECEIVE_COMMAND has parameter: ClientState *cs, Packet *p
 
//   DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientState *cs, Packet *p
 
// **********
 

	
 
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO)
 
@@ -564,8 +566,6 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT
 
	SEND_COMMAND(PACKET_SERVER_COMPANY_INFO)(cs);
 
}
 

	
 
extern const char _openttd_revision[];
 

	
 
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_JOIN)
 
{
 
	char name[NETWORK_NAME_LENGTH];
 
@@ -682,7 +682,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT
 

	
 
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP)
 
{
 
	ClientState *new_cs;
 
	NetworkClientState *new_cs;
 

	
 
	// The client was never joined.. so this is impossible, right?
 
	//  Ignore the packet, give the client a warning, and close his connection
 
@@ -711,7 +711,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT
 
	if (cs->status == STATUS_DONE_MAP && !cs->quited) {
 
		char client_name[NETWORK_NAME_LENGTH];
 
		char str[100];
 
		ClientState *new_cs;
 
		NetworkClientState *new_cs;
 
		GetString(str, STR_NETWORK_CLIENT_JOINED);
 

	
 
		NetworkGetClientName(client_name, sizeof(client_name), cs);
 
@@ -747,7 +747,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT
 
	// The client has done a command and wants us to handle it
 
	int i;
 
	byte callback;
 
	ClientState *new_cs;
 
	NetworkClientState *new_cs;
 
	NetworkClientInfo *ci;
 
	char *dparam_char;
 

	
 
@@ -832,7 +832,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT
 
{
 
	// This packets means a client noticed an error and is reporting this
 
	//  to us. Display the error and report it to the other clients
 
	ClientState *new_cs;
 
	NetworkClientState *new_cs;
 
	byte errorno = NetworkRecv_uint8(p);
 
	char str1[100], str2[100];
 
	char client_name[NETWORK_NAME_LENGTH];
 
@@ -865,7 +865,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT
 
{
 
	// The client wants to leave. Display this and report it to the other
 
	//  clients.
 
	ClientState *new_cs;
 
	NetworkClientState *new_cs;
 
	char str1[100], str2[100];
 
	char client_name[NETWORK_NAME_LENGTH];
 

	
 
@@ -908,7 +908,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT
 

	
 
void NetworkServer_HandleChat(NetworkAction action, DestType desttype, int dest, const char *msg, byte from_index)
 
{
 
	ClientState *cs;
 
	NetworkClientState *cs;
 
	NetworkClientInfo *ci, *ci_own, *ci_to;
 

	
 
	switch (desttype) {
 
@@ -1036,7 +1036,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT
 
}
 

	
 
// The layout for the receive-functions by the server
 
typedef void NetworkServerPacket(ClientState *cs, Packet *p);
 
typedef void NetworkServerPacket(NetworkClientState *cs, Packet *p);
 

	
 

	
 
// This array matches PacketType. At an incoming
 
@@ -1084,7 +1084,7 @@ extern const SettingDesc patch_settings[
 
// This is a TEMPORARY solution to get the patch-settings
 
//  to the client. When the patch-settings are saved in the savegame
 
//  this should be removed!!
 
void NetworkSendPatchSettings(ClientState *cs)
 
void NetworkSendPatchSettings(NetworkClientState *cs)
 
{
 
	const SettingDesc *item;
 
	Packet *p = NetworkSend_Init(PACKET_SERVER_MAP);
 
@@ -1122,7 +1122,7 @@ void NetworkPopulateCompanyInfo(void)
 
	Player *p;
 
	Vehicle *v;
 
	Station *s;
 
	ClientState *cs;
 
	NetworkClientState *cs;
 
	NetworkClientInfo *ci;
 
	int i;
 
	uint16 months_empty;
 
@@ -1222,7 +1222,7 @@ void NetworkPopulateCompanyInfo(void)
 
// Send a packet to all clients with updated info about this client_index
 
void NetworkUpdateClientInfo(uint16 client_index)
 
{
 
	ClientState *cs;
 
	NetworkClientState *cs;
 
	NetworkClientInfo *ci;
 

	
 
	ci = NetworkFindClientInfoFromIndex(client_index);
 
@@ -1242,7 +1242,7 @@ void NetworkUpdateClientInfo(uint16 clie
 
           (and item 1. happens a year later) */
 
static void NetworkAutoCleanCompanies()
 
{
 
	ClientState *cs;
 
	NetworkClientState *cs;
 
	NetworkClientInfo *ci;
 
	Player *p;
 
	bool clients_in_company[MAX_PLAYERS];
 
@@ -1300,7 +1300,7 @@ static void NetworkAutoCleanCompanies()
 
//  and it returns true if that succeeded.
 
bool NetworkFindName(char new_name[NETWORK_NAME_LENGTH])
 
{
 
	ClientState *new_cs;
 
	NetworkClientState *new_cs;
 
	NetworkClientInfo *ci;
 
	bool found_name = false;
 
	byte number = 0;
 
@@ -1341,7 +1341,7 @@ bool NetworkFindName(char new_name[NETWO
 
}
 

	
 
// Reads a packet from the stream
 
bool NetworkServer_ReadPackets(ClientState *cs)
 
bool NetworkServer_ReadPackets(NetworkClientState *cs)
 
{
 
	Packet *p;
 
	NetworkRecvStatus res;
 
@@ -1358,7 +1358,7 @@ bool NetworkServer_ReadPackets(ClientSta
 
}
 

	
 
// Handle the local command-queue
 
void NetworkHandleCommandQueue(ClientState *cs) {
 
void NetworkHandleCommandQueue(NetworkClientState *cs) {
 
	if (cs->command_queue != NULL) {
 
		CommandPacket *cp;
 
		CommandPacket *cp_prev;
 
@@ -1389,7 +1389,7 @@ void NetworkServer_Tick(void)
 
#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
 
	static uint32 last_sync_frame = 0;
 
#endif
 
	ClientState *cs;
 
	NetworkClientState *cs;
 
	bool send_frame = false;
 

	
 
	// Update max-frame-counter
 
@@ -1410,7 +1410,7 @@ void NetworkServer_Tick(void)
 
					// Client did still not report in after 4 game-day, drop him
 
					//  (that is, the 3 of above, + 1 before any lag is counted)
 
					IConsolePrintF(_iconsole_color_error,"Client #%d is dropped because the client did not respond for more then 4 game-days", cs->index);
 
					CloseClient(cs);
 
					NetworkCloseClient(cs);
 
					continue;
 
				}
 

	
 
@@ -1453,7 +1453,7 @@ void NetworkServer_Tick(void)
 
	NetworkUDPAdvertise();
 
}
 

	
 
void NetworkServerMonthlyLoop()
 
void NetworkServerMonthlyLoop(void)
 
{
 
	NetworkAutoCleanCompanies();
 
}
network_server.h
Show inline comments
 
@@ -4,17 +4,17 @@
 
#ifdef ENABLE_NETWORK
 

	
 
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP);
 
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(ClientState *cs, uint16 client_index, NetworkErrorCode errorno);
 
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(ClientState *cs, NetworkErrorCode error);
 
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(NetworkClientState *cs, uint16 client_index, NetworkErrorCode errorno);
 
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientState *cs, NetworkErrorCode error);
 
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SHUTDOWN);
 
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_NEWGAME);
 

	
 
bool NetworkFindName(char new_name[NETWORK_NAME_LENGTH]);
 
void NetworkServer_HandleChat(NetworkAction action, DestType desttype, int dest, const char *msg, byte from_index);
 

	
 
bool NetworkServer_ReadPackets(ClientState *cs);
 
void NetworkServer_Tick();
 
void NetworkServerMonthlyLoop();
 
bool NetworkServer_ReadPackets(NetworkClientState *cs);
 
void NetworkServer_Tick(void);
 
void NetworkServerMonthlyLoop(void);
 

	
 
#endif /* ENABLE_NETWORK */
 

	
network_udp.c
Show inline comments
 
@@ -106,7 +106,7 @@ DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVE
 

	
 
DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_DETAIL_INFO)
 
{
 
	ClientState *cs;
 
	NetworkClientState *cs;
 
	NetworkClientInfo *ci;
 
	Packet *packet;
 
	Player *player;
 
@@ -471,7 +471,7 @@ void NetworkUDPQueryServer(const byte* h
 

	
 
/* Register us to the master server
 
     This function checks if it needs to send an advertise */
 
void NetworkUDPAdvertise()
 
void NetworkUDPAdvertise(void)
 
{
 
	struct sockaddr_in out_addr;
 
	Packet *p;
network_udp.h
Show inline comments
 
@@ -6,6 +6,6 @@ bool NetworkUDPListen(uint32 host, uint1
 
void NetworkUDPReceive(void);
 
void NetworkUDPSearchGame(void);
 
void NetworkUDPQueryServer(const byte* host, unsigned short port);
 
void NetworkUDPAdvertise();
 
void NetworkUDPAdvertise(void);
 

	
 
#endif /* NETWORK_LAN_H */
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