Files @ r23483:3733e6b8ff17
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Location: cpp/openttd-patchpack/source/src/network/network_admin.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 network_admin.h Server part of the admin network protocol. */

#ifndef NETWORK_ADMIN_H
#define NETWORK_ADMIN_H

#include "network_internal.h"
#include "core/tcp_listen.h"
#include "core/tcp_admin.h"

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;

/** Class for handling the server side of the game connection. */
class ServerNetworkAdminSocketHandler : public NetworkAdminSocketPool::PoolItem<&_networkadminsocket_pool>, public NetworkAdminSocketHandler, public TCPListenHandler<ServerNetworkAdminSocketHandler, ADMIN_PACKET_SERVER_FULL, ADMIN_PACKET_SERVER_BANNED> {
protected:
	virtual NetworkRecvStatus Receive_ADMIN_JOIN(Packet *p);
	virtual NetworkRecvStatus Receive_ADMIN_QUIT(Packet *p);
	virtual NetworkRecvStatus Receive_ADMIN_UPDATE_FREQUENCY(Packet *p);
	virtual NetworkRecvStatus Receive_ADMIN_POLL(Packet *p);
	virtual NetworkRecvStatus Receive_ADMIN_CHAT(Packet *p);
	virtual NetworkRecvStatus Receive_ADMIN_RCON(Packet *p);
	virtual NetworkRecvStatus Receive_ADMIN_GAMESCRIPT(Packet *p);
	virtual NetworkRecvStatus Receive_ADMIN_PING(Packet *p);

	NetworkRecvStatus SendProtocol();
	NetworkRecvStatus SendPong(uint32 d1);
public:
	AdminUpdateFrequency update_frequency[ADMIN_UPDATE_END]; ///< Admin requested update intervals.
	uint32 realtime_connect;                                 ///< Time of connection.
	NetworkAddress address;                                  ///< Address of the admin.

	ServerNetworkAdminSocketHandler(SOCKET s);
	~ServerNetworkAdminSocketHandler();

	NetworkRecvStatus SendError(NetworkErrorCode error);
	NetworkRecvStatus SendWelcome();
	NetworkRecvStatus SendNewGame();
	NetworkRecvStatus SendShutdown();

	NetworkRecvStatus SendDate();
	NetworkRecvStatus SendClientJoin(ClientID client_id);
	NetworkRecvStatus SendClientInfo(const NetworkClientSocket *cs, const NetworkClientInfo *ci);
	NetworkRecvStatus SendClientUpdate(const NetworkClientInfo *ci);
	NetworkRecvStatus SendClientQuit(ClientID client_id);
	NetworkRecvStatus SendClientError(ClientID client_id, NetworkErrorCode error);
	NetworkRecvStatus SendCompanyNew(CompanyID company_id);
	NetworkRecvStatus SendCompanyInfo(const Company *c);
	NetworkRecvStatus SendCompanyUpdate(const Company *c);
	NetworkRecvStatus SendCompanyRemove(CompanyID company_id, AdminCompanyRemoveReason bcrr);
	NetworkRecvStatus SendCompanyEconomy();
	NetworkRecvStatus SendCompanyStats();

	NetworkRecvStatus SendChat(NetworkAction action, DestType desttype, ClientID client_id, const char *msg, int64 data);
	NetworkRecvStatus SendRcon(uint16 colour, const char *command);
	NetworkRecvStatus SendConsole(const char *origin, const char *command);
	NetworkRecvStatus SendGameScript(const char *json);
	NetworkRecvStatus SendCmdNames();
	NetworkRecvStatus SendCmdLogging(ClientID client_id, const CommandPacket *cp);
	NetworkRecvStatus SendRconEnd(const char *command);

	static void Send();
	static void AcceptConnection(SOCKET s, const NetworkAddress &address);
	static bool AllowConnection();
	static void WelcomeAll();

	/**
	 * Get the name used by the listener.
	 * @return the name to show in debug logs and the like.
	 */
	static const char *GetName()
	{
		return "admin";
	}
};

/**
 * 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)

/**
 * Iterate over all the active sockets.
 * @param var The variable to iterate with.
 */
#define FOR_ALL_ACTIVE_ADMIN_SOCKETS(var) \
	FOR_ALL_ADMIN_SOCKETS(var) \
		if (var->GetAdminStatus() == ADMIN_STATUS_ACTIVE)

void NetworkAdminClientInfo(const NetworkClientSocket *cs, bool new_client = false);
void NetworkAdminClientUpdate(const NetworkClientInfo *ci);
void NetworkAdminClientQuit(ClientID client_id);
void NetworkAdminClientError(ClientID client_id, NetworkErrorCode error_code);
void NetworkAdminCompanyInfo(const Company *company, bool new_company);
void NetworkAdminCompanyUpdate(const Company *company);
void NetworkAdminCompanyRemove(CompanyID company_id, AdminCompanyRemoveReason bcrr);

void NetworkAdminChat(NetworkAction action, DestType desttype, ClientID client_id, const char *msg, int64 data = 0, bool from_admin = false);
void NetworkAdminUpdate(AdminUpdateFrequency freq);
void NetworkServerSendAdminRcon(AdminIndex admin_index, TextColour colour_code, const char *string);
void NetworkAdminConsole(const char *origin, const char *string);
void NetworkAdminGameScript(const char *json);
void NetworkAdminCmdLogging(const NetworkClientSocket *owner, const CommandPacket *cp);

#endif /* NETWORK_ADMIN_H */