Files @ r23483:3733e6b8ff17
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Location: cpp/openttd-patchpack/source/src/network/core/core.h

Patric Stout
Remove: ENABLE_NETWORK switch

This switch has been a pain for years. Often disabling broke
compilation, as no developer compiles OpenTTD without, neither do
any of our official binaries.

Additionaly, it has grown so hugely in our codebase, that it
clearly shows that the current solution was a poor one. 350+
instances of "#ifdef ENABLE_NETWORK" were in the code, of which
only ~30 in the networking code itself. The rest were all around
the code to do the right thing, from GUI to NewGRF.

A more proper solution would be to stub all the functions, and
make sure the rest of the code can simply assume network is
available. This was also partially done, and most variables were
correct if networking was disabled. Despite that, often the #ifdefs
were still used.

With the recent removal of DOS, there is also no platform anymore
which we support where networking isn't working out-of-the-box.

All in all, it is time to remove the ENABLE_NETWORK switch. No
replacement is planned, but if you feel we really need this option,
we welcome any Pull Request which implements this in a way that
doesn't crawl through the code like this diff shows we used to.
/* $Id$ */

/*
 * This file is part of OpenTTD.
 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 */

/**
 * @file core.h Base for all network types (UDP and TCP)
 */

#ifndef NETWORK_CORE_CORE_H
#define NETWORK_CORE_CORE_H

#include "../../newgrf_config.h"
#include "config.h"

bool NetworkCoreInitialize();
void NetworkCoreShutdown();

/** Status of a network client; reasons why a client has quit */
enum NetworkRecvStatus {
	NETWORK_RECV_STATUS_OKAY,             ///< Everything is okay
	NETWORK_RECV_STATUS_DESYNC,           ///< A desync did occur
	NETWORK_RECV_STATUS_NEWGRF_MISMATCH,  ///< We did not have the required NewGRFs
	NETWORK_RECV_STATUS_SAVEGAME,         ///< Something went wrong (down)loading the savegame
	NETWORK_RECV_STATUS_CONN_LOST,        ///< The connection is 'just' lost
	NETWORK_RECV_STATUS_MALFORMED_PACKET, ///< We apparently send a malformed packet
	NETWORK_RECV_STATUS_SERVER_ERROR,     ///< The server told us we made an error
	NETWORK_RECV_STATUS_SERVER_FULL,      ///< The server is full
	NETWORK_RECV_STATUS_SERVER_BANNED,    ///< The server has banned us
	NETWORK_RECV_STATUS_CLOSE_QUERY,      ///< Done querying the server
};

/** Forward declaration due to circular dependencies */
struct Packet;

/**
 * SocketHandler for all network sockets in OpenTTD.
 */
class NetworkSocketHandler {
	bool has_quit; ///< Whether the current client has quit/send a bad packet
public:
	/** Create a new unbound socket */
	NetworkSocketHandler() { this->has_quit = false; }

	/** Close the socket when destructing the socket handler */
	virtual ~NetworkSocketHandler() { this->Close(); }

	/** Really close the socket */
	virtual void Close() {}

	/**
	 * Close the current connection; for TCP this will be mostly equivalent
	 * to Close(), but for UDP it just means the packet has to be dropped.
	 * @param error Whether we quit under an error condition or not.
	 * @return new status of the connection.
	 */
	virtual NetworkRecvStatus CloseConnection(bool error = true) { this->has_quit = true; return NETWORK_RECV_STATUS_OKAY; }

	/**
	 * Whether the current client connected to the socket has quit.
	 * In the case of UDP, for example, once a client quits (send bad
	 * data), the socket in not closed; only the packet is dropped.
	 * @return true when the current client has quit, false otherwise
	 */
	bool HasClientQuit() const { return this->has_quit; }

	/**
	 * Reopen the socket so we can send/receive stuff again.
	 */
	void Reopen() { this->has_quit = false; }

	void SendGRFIdentifier(Packet *p, const GRFIdentifier *grf);
	void ReceiveGRFIdentifier(Packet *p, GRFIdentifier *grf);
	void SendCompanyInformation(Packet *p, const struct Company *c, const struct NetworkCompanyStats *stats, uint max_len = NETWORK_COMPANY_NAME_LENGTH);
};

#endif /* NETWORK_CORE_CORE_H */