Files @ r25958:603d75b53498
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Location: cpp/openttd-patchpack/source/src/network/network_server.h

Patric Stout
Doc: update multiplayer documentation with latest changes (#9552)

Although several places were fixed during the PR making the change,
not all made it in this document.

While at it, removed all kinds of Markdown warnings by an excessive
usage of spacebar in this document.
/*
 * 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_server.h Server part of the network protocol. */

#ifndef NETWORK_SERVER_H
#define NETWORK_SERVER_H

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

class ServerNetworkGameSocketHandler;
/** Make the code look slightly 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;

/** Class for handling the server side of the game connection. */
class ServerNetworkGameSocketHandler : public NetworkClientSocketPool::PoolItem<&_networkclientsocket_pool>, public NetworkGameSocketHandler, public TCPListenHandler<ServerNetworkGameSocketHandler, PACKET_SERVER_FULL, PACKET_SERVER_BANNED> {
protected:
	NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p) override;
	NetworkRecvStatus Receive_CLIENT_GAME_INFO(Packet *p) override;
	NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p) override;
	NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p) override;
	NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p) override;
	NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet *p) override;
	NetworkRecvStatus Receive_CLIENT_ACK(Packet *p) override;
	NetworkRecvStatus Receive_CLIENT_COMMAND(Packet *p) override;
	NetworkRecvStatus Receive_CLIENT_CHAT(Packet *p) override;
	NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet *p) override;
	NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet *p) override;
	NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p) override;
	NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p) override;
	NetworkRecvStatus Receive_CLIENT_RCON(Packet *p) override;
	NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet *p) override;
	NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p) override;

	NetworkRecvStatus SendGameInfo();
	NetworkRecvStatus SendNewGRFCheck();
	NetworkRecvStatus SendWelcome();
	NetworkRecvStatus SendNeedGamePassword();
	NetworkRecvStatus SendNeedCompanyPassword();

public:
	/** Status of a client */
	enum ClientStatus {
		STATUS_INACTIVE,      ///< The client is not connected nor active.
		STATUS_NEWGRFS_CHECK, ///< The client is checking NewGRFs.
		STATUS_AUTH_GAME,     ///< The client is authorizing with game (server) password.
		STATUS_AUTH_COMPANY,  ///< The client is authorizing with company password.
		STATUS_AUTHORIZED,    ///< The client is authorized.
		STATUS_MAP_WAIT,      ///< The client is waiting as someone else is downloading the map.
		STATUS_MAP,           ///< The client is downloading the map.
		STATUS_DONE_MAP,      ///< The client has downloaded the map.
		STATUS_PRE_ACTIVE,    ///< The client is catching up the delayed frames.
		STATUS_ACTIVE,        ///< The client is active within in the game.
		STATUS_END,           ///< Must ALWAYS be on the end of this list!! (period).
	};

	byte lag_test;               ///< Byte used for lag-testing the client
	byte last_token;             ///< The last random token we did send to verify the client is listening
	uint32 last_token_frame;     ///< The last frame we received the right token
	ClientStatus status;         ///< Status of this client
	CommandQueue outgoing_queue; ///< The command-queue awaiting delivery
	size_t receive_limit;        ///< Amount of bytes that we can receive at this moment

	struct PacketWriter *savegame; ///< Writer used to write the savegame.
	NetworkAddress client_address; ///< IP-address of the client (so they can be banned)

	ServerNetworkGameSocketHandler(SOCKET s);
	~ServerNetworkGameSocketHandler();

	virtual Packet *ReceivePacket() override;
	NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override;
	std::string GetClientName() const;

	void CheckNextClientToSendMap(NetworkClientSocket *ignore_cs = nullptr);

	NetworkRecvStatus SendWait();
	NetworkRecvStatus SendMap();
	NetworkRecvStatus SendErrorQuit(ClientID client_id, NetworkErrorCode errorno);
	NetworkRecvStatus SendQuit(ClientID client_id);
	NetworkRecvStatus SendShutdown();
	NetworkRecvStatus SendNewGame();
	NetworkRecvStatus SendRConResult(uint16 colour, const std::string &command);
	NetworkRecvStatus SendMove(ClientID client_id, CompanyID company_id);

	NetworkRecvStatus SendClientInfo(NetworkClientInfo *ci);
	NetworkRecvStatus SendError(NetworkErrorCode error, const std::string &reason = {});
	NetworkRecvStatus SendChat(NetworkAction action, ClientID client_id, bool self_send, const std::string &msg, int64 data);
	NetworkRecvStatus SendJoin(ClientID client_id);
	NetworkRecvStatus SendFrame();
	NetworkRecvStatus SendSync();
	NetworkRecvStatus SendCommand(const CommandPacket *cp);
	NetworkRecvStatus SendCompanyUpdate();
	NetworkRecvStatus SendConfigUpdate();

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

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

	const std::string &GetClientIP();

	static ServerNetworkGameSocketHandler *GetByClientID(ClientID client_id);
};

void NetworkServer_Tick(bool send_frame);
void NetworkServerSetCompanyPassword(CompanyID company_id, const std::string &password, bool already_hashed = true);
void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded);

#endif /* NETWORK_SERVER_H */