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

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 tcp_game.cpp Basic functions to receive and send TCP packets for game purposes.
 */

#include "../../stdafx.h"

#include "../network.h"
#include "../network_internal.h"
#include "../../debug.h"
#include "../../error.h"

#include "table/strings.h"

#include "../../safeguards.h"

/**
 * Create a new socket for the game connection.
 * @param s The socket to connect with.
 */
NetworkGameSocketHandler::NetworkGameSocketHandler(SOCKET s) : info(NULL), client_id(INVALID_CLIENT_ID),
		last_frame(_frame_counter), last_frame_server(_frame_counter), last_packet(_realtime_tick)
{
	this->sock = s;
}

/**
 * Functions to help ReceivePacket/SendPacket a bit
 *  A socket can make errors. When that happens this handles what to do.
 * For clients: close connection and drop back to main-menu
 * For servers: close connection and that is it
 * @return the new status
 */
NetworkRecvStatus NetworkGameSocketHandler::CloseConnection(bool error)
{
	/* Clients drop back to the main menu */
	if (!_network_server && _networking) {
		extern void ClientNetworkEmergencySave(); // from network_client.cpp
		ClientNetworkEmergencySave();
		_switch_mode = SM_MENU;
		_networking = false;
		ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL);

		return NETWORK_RECV_STATUS_CONN_LOST;
	}

	return this->CloseConnection(error ? NETWORK_RECV_STATUS_SERVER_ERROR : NETWORK_RECV_STATUS_CONN_LOST);
}


/**
 * Handle the given packet, i.e. pass it to the right parser receive command.
 * @param p the packet to handle
 * @return #NetworkRecvStatus of handling.
 */
NetworkRecvStatus NetworkGameSocketHandler::HandlePacket(Packet *p)
{
	PacketGameType type = (PacketGameType)p->Recv_uint8();

	this->last_packet = _realtime_tick;

	switch (this->HasClientQuit() ? PACKET_END : type) {
		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();

			if (this->HasClientQuit()) {
				DEBUG(net, 0, "[tcp/game] received invalid packet type %d from client %d", type, this->client_id);
			} else {
				DEBUG(net, 0, "[tcp/game] received illegal packet from client %d", this->client_id);
			}
			return NETWORK_RECV_STATUS_MALFORMED_PACKET;
	}
}

/**
 * Do the actual receiving of packets.
 * As long as HandlePacket returns OKAY packets are handled. Upon
 * failure, or no more packets to process the last result of
 * HandlePacket is returned.
 * @return #NetworkRecvStatus of the last handled packet.
 */
NetworkRecvStatus NetworkGameSocketHandler::ReceivePackets()
{
	Packet *p;
	while ((p = this->ReceivePacket()) != NULL) {
		NetworkRecvStatus res = HandlePacket(p);
		delete p;
		if (res != NETWORK_RECV_STATUS_OKAY) return res;
	}

	return NETWORK_RECV_STATUS_OKAY;
}

/**
 * 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".
 */
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;
}

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); }