Files
@ r605:7bb8ffe1c973
Branch filter:
Location: cpp/openttd-patchpack/source/network_client.c
r605:7bb8ffe1c973
22.7 KiB
text/x-c
(svn r1029) -Update: also added md5.h to vc6 / vc.net project files (bociusz)
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 | #include "stdafx.h"
#include "network_data.h"
#ifdef ENABLE_NETWORK
#include "table/strings.h"
#include "network_client.h"
#include "network_gamelist.h"
#include "command.h"
#include "gfx.h"
#include "window.h"
#include "settings.h"
// This file handles all the client-commands
// So we don't make too much typos ;)
#define MY_CLIENT DEREF_CLIENT(0)
static uint32 last_ack_frame;
void NetworkRecvPatchSettings(Packet *p);
// **********
// Sending functions
// DEF_CLIENT_SEND_COMMAND has no parameters
// **********
DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)
{
//
// Packet: CLIENT_COMPANY_INFO
// Function: Request company-info (in detail)
// Data:
// <none>
//
Packet *p;
_network_join_status = NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO;
InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
p = NetworkSend_Init(PACKET_CLIENT_COMPANY_INFO);
NetworkSend_Packet(p, MY_CLIENT);
}
DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_JOIN)
{
//
// Packet: CLIENT_JOIN
// Function: Try to join the server
// Data:
// String: OpenTTD Revision (norev000 if no revision)
// String: Player Name (max NETWORK_NAME_LENGTH)
// uint8: Play as Player id (1..MAX_PLAYERS)
// uint8: Language ID
// String: Unique id to find the player back in server-listing
//
#if defined(WITH_REV)
extern char _openttd_revision[];
#else
const char _openttd_revision[] = "norev000";
#endif
Packet *p;
_network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING;
InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
p = NetworkSend_Init(PACKET_CLIENT_JOIN);
NetworkSend_string(p, _openttd_revision);
NetworkSend_string(p, _network_player_name); // Player name
NetworkSend_uint8(p, _network_playas); // Password
NetworkSend_uint8(p, NETLANG_ANY); // Language
NetworkSend_string(p, _network_unique_id);
NetworkSend_Packet(p, MY_CLIENT);
}
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_PASSWORD)(NetworkPasswordType type, const char *password)
{
//
// Packet: CLIENT_PASSWORD
// Function: Send a password to the server to authorize
// Data:
// uint8: NetworkPasswordType
// String: Password
//
Packet *p = NetworkSend_Init(PACKET_CLIENT_PASSWORD);
NetworkSend_uint8(p, type);
NetworkSend_string(p, password);
NetworkSend_Packet(p, MY_CLIENT);
}
DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_GETMAP)
{
//
// Packet: CLIENT_GETMAP
// Function: Request the map from the server
// Data:
// <none>
//
Packet *p = NetworkSend_Init(PACKET_CLIENT_GETMAP);
NetworkSend_Packet(p, MY_CLIENT);
}
DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_MAP_OK)
{
//
// Packet: CLIENT_MAP_OK
// Function: Tell the server that we are done receiving/loading the map
// Data:
// <none>
//
Packet *p = NetworkSend_Init(PACKET_CLIENT_MAP_OK);
NetworkSend_Packet(p, MY_CLIENT);
}
DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_ACK)
{
//
// Packet: CLIENT_ACK
// Function: Tell the server we are done with this frame
// Data:
// uint32: current FrameCounter of the client
//
Packet *p = NetworkSend_Init(PACKET_CLIENT_ACK);
NetworkSend_uint32(p, _frame_counter);
NetworkSend_Packet(p, MY_CLIENT);
}
// Send a command packet to the server
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMMAND)(CommandPacket *cp)
{
//
// Packet: CLIENT_COMMAND
// Function: Send a DoCommand to the Server
// Data:
// uint8: PlayerID (0..MAX_PLAYERS-1)
// uint32: CommandID (see command.h)
// uint32: P1 (free variables used in DoCommand)
// uint32: P2
// uint32: Tile
// uint32: decode_params
// 10 times the last one (lengthof(cp->dp))
// uint8: CallBackID (see callback_table.c)
//
int i;
char *dparam_char;
Packet *p = NetworkSend_Init(PACKET_CLIENT_COMMAND);
NetworkSend_uint8(p, cp->player);
NetworkSend_uint32(p, cp->cmd);
NetworkSend_uint32(p, cp->p1);
NetworkSend_uint32(p, cp->p2);
NetworkSend_uint32(p, (uint32)cp->tile);
/* We are going to send them byte by byte, because dparam is misused
for chars (if it is used), and else we have a BigEndian / LittleEndian
problem.. we should fix the misuse of dparam... -- TrueLight */
dparam_char = (char *)&cp->dp[0];
for (i = 0; i < lengthof(cp->dp) * 4; i++) {
NetworkSend_uint8(p, *dparam_char);
dparam_char++;
}
NetworkSend_uint8(p, cp->callback);
NetworkSend_Packet(p, MY_CLIENT);
}
// Send a chat-packet over the network
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_CHAT)(NetworkAction action, DestType desttype, int dest, const char *msg)
{
//
// Packet: CLIENT_CHAT
// Function: Send a chat-packet to the serve
// Data:
// uint8: ActionID (see network_data.h, NetworkAction)
// uint8: Destination Type (see network_data.h, DestType);
// uint8: Destination Player (1..MAX_PLAYERS)
// String: Message (max MAX_TEXT_MSG_LEN)
//
Packet *p = NetworkSend_Init(PACKET_CLIENT_CHAT);
NetworkSend_uint8(p, action);
NetworkSend_uint8(p, desttype);
NetworkSend_uint8(p, dest);
NetworkSend_string(p, msg);
NetworkSend_Packet(p, MY_CLIENT);
}
// Send an error-packet over the network
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_ERROR)(NetworkErrorCode errorno)
{
//
// Packet: CLIENT_ERROR
// Function: The client made an error and is quiting the game
// Data:
// uint8: ErrorID (see network_data.h, NetworkErrorCode)
//
Packet *p = NetworkSend_Init(PACKET_CLIENT_ERROR);
NetworkSend_uint8(p, errorno);
NetworkSend_Packet(p, MY_CLIENT);
}
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_PASSWORD)(const char *password)
{
//
// Packet: PACKET_CLIENT_SET_PASSWORD
// Function: Set the password for the clients current company
// Data:
// String: Password
//
Packet *p = NetworkSend_Init(PACKET_CLIENT_SET_PASSWORD);
NetworkSend_string(p, password);
NetworkSend_Packet(p, MY_CLIENT);
}
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_NAME)(const char *name)
{
//
// Packet: PACKET_CLIENT_SET_NAME
// Function: Gives the player a new name
// Data:
// String: Name
//
Packet *p = NetworkSend_Init(PACKET_CLIENT_SET_NAME);
NetworkSend_string(p, name);
NetworkSend_Packet(p, MY_CLIENT);
}
// Send an quit-packet over the network
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_QUIT)(const char *leavemsg)
{
//
// Packet: CLIENT_QUIT
// Function: The client is quiting the game
// Data:
// String: leave-message
//
Packet *p = NetworkSend_Init(PACKET_CLIENT_QUIT);
NetworkSend_string(p, leavemsg);
NetworkSend_Packet(p, MY_CLIENT);
}
// **********
// Receiving functions
// DEF_CLIENT_RECEIVE_COMMAND has parameter: Packet *p
// **********
extern bool SafeSaveOrLoad(const char *filename, int mode, int newgm);
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_FULL)
{
// We try to join a server which is full
_switch_mode_errorstr = STR_NETWORK_ERR_SERVER_FULL;
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
return NETWORK_RECV_STATUS_SERVER_FULL;
}
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO)
{
byte company_info_version;
int i;
company_info_version = NetworkRecv_uint8(p);
if (company_info_version == 1) {
byte total;
byte current;
total = NetworkRecv_uint8(p);
_network_lobby_company_count = total;
// There is no data at all..
if (total == 0)
return NETWORK_RECV_STATUS_CLOSE_QUERY;
current = NetworkRecv_uint8(p) - 1;
if (current >= MAX_PLAYERS)
return NETWORK_RECV_STATUS_CLOSE_QUERY;
NetworkRecv_string(p, _network_player_info[current].company_name, sizeof(_network_player_info[current].company_name));
_network_player_info[current].inaugurated_year = NetworkRecv_uint8(p);
_network_player_info[current].company_value = NetworkRecv_uint64(p);
_network_player_info[current].money = NetworkRecv_uint64(p);
_network_player_info[current].income = NetworkRecv_uint64(p);
_network_player_info[current].performance = NetworkRecv_uint16(p);
for (i = 0; i < NETWORK_VEHICLE_TYPES; i++)
_network_player_info[current].num_vehicle[i] = NetworkRecv_uint16(p);
for (i = 0; i < NETWORK_STATION_TYPES; i++)
_network_player_info[current].num_station[i] = NetworkRecv_uint16(p);
NetworkRecv_string(p, _network_player_info[current].players, sizeof(_network_player_info[current].players));
InvalidateWindow(WC_NETWORK_WINDOW, 0);
if (total == current + 1)
// This was the last one
return NETWORK_RECV_STATUS_CLOSE_QUERY;
else
return NETWORK_RECV_STATUS_OKAY;
}
return NETWORK_RECV_STATUS_CLOSE_QUERY;
}
// This packet contains info about the client (playas and name)
// as client we save this in NetworkClientInfo, linked via 'index'
// which is always an unique number on a server.
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO)
{
NetworkClientInfo *ci;
uint16 index = NetworkRecv_uint16(p);
ci = NetworkFindClientInfoFromIndex(index);
if (ci != NULL) {
byte playas;
char name[NETWORK_NAME_LENGTH];
playas = NetworkRecv_uint8(p);
NetworkRecv_string(p, name, sizeof(name));
if (playas == ci->client_playas && strcmp(name, ci->client_name) != 0) {
// Client name changed, display the change
NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, 1, ci->client_name, name);
} else if (playas != ci->client_playas) {
// The player changed from client-player..
// Do not display that for now
}
ci->client_playas = playas;
ttd_strlcpy(ci->client_name, name, sizeof(ci->client_name));
return NETWORK_RECV_STATUS_OKAY;
}
// We don't have this index yet, find an empty index, and put the data there
ci = NetworkFindClientInfoFromIndex(NETWORK_EMPTY_INDEX);
if (ci != NULL) {
ci->client_index = index;
ci->client_playas = NetworkRecv_uint8(p);
NetworkRecv_string(p, ci->client_name, sizeof(ci->client_name));
NetworkRecv_string(p, ci->unique_id, sizeof(ci->unique_id));
return NETWORK_RECV_STATUS_OKAY;
}
// Here the program should never ever come.....
return NETWORK_RECV_STATUS_MALFORMED_PACKET;
}
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_ERROR)
{
NetworkErrorCode error = NetworkRecv_uint8(p);
if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED ||
error == NETWORK_ERROR_PLAYER_MISMATCH) {
// We made an error in the protocol, and our connection is closed.... :(
_switch_mode_errorstr = STR_NETWORK_ERR_SERVER_ERROR;
} else if (error == NETWORK_ERROR_WRONG_REVISION) {
// Wrong revision :(
_switch_mode_errorstr = STR_NETWORK_ERR_WRONG_REVISION;
} else if (error == NETWORK_ERROR_WRONG_PASSWORD) {
// Wrong password
_switch_mode_errorstr = STR_NETWORK_ERR_WRONG_PASSWORD;
} else if (error == NETWORK_ERROR_KICKED) {
_switch_mode_errorstr = STR_NETWORK_ERR_KICKED;
}
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
return NETWORK_RECV_STATUS_SERVER_ERROR;
}
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_NEED_PASSWORD)
{
NetworkPasswordType type;
type = NetworkRecv_uint8(p);
if (type == NETWORK_GAME_PASSWORD) {
ShowNetworkNeedGamePassword();
return NETWORK_RECV_STATUS_OKAY;
} else if (type == NETWORK_COMPANY_PASSWORD) {
ShowNetworkNeedCompanyPassword();
return NETWORK_RECV_STATUS_OKAY;
}
return NETWORK_RECV_STATUS_MALFORMED_PACKET;
}
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_WELCOME)
{
_network_own_client_index = NetworkRecv_uint16(p);
// Start receiving the map
SEND_COMMAND(PACKET_CLIENT_GETMAP)();
return NETWORK_RECV_STATUS_OKAY;
}
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_WAIT)
{
_network_join_status = NETWORK_JOIN_STATUS_WAITING;
_network_join_waiting = NetworkRecv_uint8(p);
InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
// We are put on hold for receiving the map.. we need GUI for this ;)
DEBUG(net, 1)("[NET] The server is currently busy sending the map to someone else.. please hold..." );
DEBUG(net, 1)("[NET] There are %d clients in front of you", _network_join_waiting);
return NETWORK_RECV_STATUS_OKAY;
}
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP)
{
static char filename[256];
static FILE *file_pointer;
byte maptype;
maptype = NetworkRecv_uint8(p);
// First packet, init some stuff
if (maptype == MAP_PACKET_START) {
// The name for the temp-map
sprintf(filename, "%s%snetwork_client.tmp", _path.autosave_dir, PATHSEP);
file_pointer = fopen(filename, "wb");
if (file_pointer == NULL) {
_switch_mode_errorstr = STR_NETWORK_ERR_SAVEGAMEERROR;
return NETWORK_RECV_STATUS_SAVEGAME;
}
_frame_counter = _frame_counter_server = _frame_counter_max = NetworkRecv_uint32(p);
_network_join_status = NETWORK_JOIN_STATUS_DOWNLOADING;
_network_join_kbytes = 0;
_network_join_kbytes_total = NetworkRecv_uint32(p) / 1024;
InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
// The first packet does not contain any more data
return NETWORK_RECV_STATUS_OKAY;
}
if (maptype == MAP_PACKET_NORMAL) {
// We are still receiving data, put it to the file
fwrite(p->buffer + p->pos, 1, p->size - p->pos, file_pointer);
_network_join_kbytes = ftell(file_pointer) / 1024;
InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
}
if (maptype == MAP_PACKET_PATCH) {
NetworkRecvPatchSettings(p);
}
// Check if this was the last packet
if (maptype == MAP_PACKET_END) {
// We also get, very nice, the player_seeds in this packet
int i;
for (i = 0; i < MAX_PLAYERS; i++) {
_player_seeds[i][0] = NetworkRecv_uint32(p);
_player_seeds[i][1] = NetworkRecv_uint32(p);
}
fclose(file_pointer);
_network_join_status = NETWORK_JOIN_STATUS_PROCESSING;
InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
// The map is done downloading, load it
// Load the map
if (!SafeSaveOrLoad(filename, SL_LOAD, GM_NORMAL)) {
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
_switch_mode_errorstr = STR_NETWORK_ERR_SAVEGAMEERROR;
return NETWORK_RECV_STATUS_SAVEGAME;
}
_opt_mod_ptr = &_opt;
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
// Say we received the map and loaded it correctly!
SEND_COMMAND(PACKET_CLIENT_MAP_OK)();
if (_network_playas == 0 || _network_playas > MAX_PLAYERS ||
!DEREF_PLAYER(_network_playas - 1)->is_active) {
if (_network_playas == OWNER_SPECTATOR) {
// The client wants to be a spectator..
_local_player = OWNER_SPECTATOR;
} else {
// send a command to make a new player
_local_player = 0;
NetworkSend_Command(0, 0, 0, CMD_PLAYER_CTRL, NULL);
_local_player = OWNER_SPECTATOR;
}
} else {
// take control over an existing company
_local_player = _network_playas - 1;
}
// Remeber the player
if (_local_player != OWNER_SPECTATOR)
_network_playas = _local_player + 1;
else
_network_playas = OWNER_SPECTATOR;
}
return NETWORK_RECV_STATUS_OKAY;
}
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_FRAME)
{
_frame_counter_server = NetworkRecv_uint32(p);
_frame_counter_max = NetworkRecv_uint32(p);
#ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
// Test if the server supports this option
// and if we are at the frame the server is
if (p->pos < p->size) {
_sync_frame = _frame_counter_server;
_sync_seed_1 = NetworkRecv_uint32(p);
#ifdef NETWORK_SEND_DOUBLE_SEED
_sync_seed_2 = NetworkRecv_uint32(p);
#endif
}
#endif
DEBUG(net, 7)("[NET] Received FRAME %d",_frame_counter_server);
// Let the server know that we received this frame correctly
// We do this only once per day, to save some bandwidth ;)
if (!_network_first_time && last_ack_frame < _frame_counter) {
last_ack_frame = _frame_counter + DAY_TICKS;
DEBUG(net,6)("[NET] Sent ACK at %d", _frame_counter);
SEND_COMMAND(PACKET_CLIENT_ACK)();
}
return NETWORK_RECV_STATUS_OKAY;
}
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_SYNC)
{
_sync_frame = NetworkRecv_uint32(p);
_sync_seed_1 = NetworkRecv_uint32(p);
#ifdef NETWORK_SEND_DOUBLE_SEED
_sync_seed_2 = NetworkRecv_uint32(p);
#endif
return NETWORK_RECV_STATUS_OKAY;
}
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMMAND)
{
int i;
char *dparam_char;
CommandPacket *cp = malloc(sizeof(CommandPacket));
cp->player = NetworkRecv_uint8(p);
cp->cmd = NetworkRecv_uint32(p);
cp->p1 = NetworkRecv_uint32(p);
cp->p2 = NetworkRecv_uint32(p);
cp->tile = NetworkRecv_uint32(p);
/* We are going to send them byte by byte, because dparam is misused
for chars (if it is used), and else we have a BigEndian / LittleEndian
problem.. we should fix the misuse of dparam... -- TrueLight */
dparam_char = (char *)&cp->dp[0];
for (i = 0; i < lengthof(cp->dp) * 4; i++) {
*dparam_char = NetworkRecv_uint8(p);
dparam_char++;
}
cp->callback = NetworkRecv_uint8(p);
cp->frame = NetworkRecv_uint32(p);
cp->next = NULL;
// The server did send us this command..
// queue it in our own queue, so we can handle it in the upcoming frame!
if (_local_command_queue == NULL) {
_local_command_queue = cp;
} else {
// Find last packet
CommandPacket *c = _local_command_queue;
while (c->next != NULL) c = c->next;
c->next = cp;
}
return NETWORK_RECV_STATUS_OKAY;
}
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CHAT)
{
NetworkAction action = NetworkRecv_uint8(p);
char msg[MAX_TEXT_MSG_LEN];
NetworkClientInfo *ci, *ci_to;
uint16 index;
char name[NETWORK_NAME_LENGTH];
index = NetworkRecv_uint16(p);
NetworkRecv_string(p, msg, MAX_TEXT_MSG_LEN);
ci_to = NetworkFindClientInfoFromIndex(index);
if (ci_to == NULL) return NETWORK_RECV_STATUS_OKAY;
if (action == NETWORK_ACTION_CHAT_TO_CLIENT) {
snprintf(name, sizeof(name), "%s", ci_to->client_name);
ci = NetworkFindClientInfoFromIndex(_network_own_client_index);
} else if (action == NETWORK_ACTION_CHAT_TO_PLAYER) {
GetString(name, DEREF_PLAYER(ci_to->client_playas-1)->name_1);
ci = NetworkFindClientInfoFromIndex(_network_own_client_index);
} else {
snprintf(name, sizeof(name), "%s", ci_to->client_name);
ci = ci_to;
}
if (ci != NULL)
NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas-1), name, "%s", msg);
return NETWORK_RECV_STATUS_OKAY;
}
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT)
{
int errorno;
char str1[100], str2[100];
uint16 index;
NetworkClientInfo *ci;
index = NetworkRecv_uint16(p);
errorno = NetworkRecv_uint8(p);
GetString(str1, STR_NETWORK_ERR_LEFT);
GetString(str2, STR_NETWORK_ERR_CLIENT_GENERAL + errorno);
ci = NetworkFindClientInfoFromIndex(index);
if (ci != NULL) {
NetworkTextMessage(NETWORK_ACTION_JOIN_LEAVE, 1, ci->client_name, "%s (%s)", str1, str2);
// The client is gone, give the NetworkClientInfo free
ci->client_index = NETWORK_EMPTY_INDEX;
}
InvalidateWindow(WC_CLIENT_LIST, 0);
return NETWORK_RECV_STATUS_OKAY;
}
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_QUIT)
{
char str1[100], str2[100];
uint16 index;
NetworkClientInfo *ci;
index = NetworkRecv_uint16(p);
NetworkRecv_string(p, str2, 100);
GetString(str1, STR_NETWORK_ERR_LEFT);
ci = NetworkFindClientInfoFromIndex(index);
if (ci != NULL) {
NetworkTextMessage(NETWORK_ACTION_JOIN_LEAVE, 1, ci->client_name, "%s (%s)", str1, str2);
// The client is gone, give the NetworkClientInfo free
ci->client_index = NETWORK_EMPTY_INDEX;
} else {
DEBUG(net, 0)("[NET] Error - unknown client (%d) is leaving the game", index);
}
InvalidateWindow(WC_CLIENT_LIST, 0);
// If we come here it means we could not locate the client.. strange :s
return NETWORK_RECV_STATUS_OKAY;
}
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_JOIN)
{
char str1[100];
uint16 index;
NetworkClientInfo *ci;
index = NetworkRecv_uint16(p);
GetString(str1, STR_NETWORK_CLIENT_JOINED);
ci = NetworkFindClientInfoFromIndex(index);
if (ci != NULL) {
NetworkTextMessage(NETWORK_ACTION_JOIN_LEAVE, 1, ci->client_name, "%s", str1);
}
InvalidateWindow(WC_CLIENT_LIST, 0);
return NETWORK_RECV_STATUS_OKAY;
}
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN)
{
_switch_mode_errorstr = STR_NETWORK_SERVER_SHUTDOWN;
return NETWORK_RECV_STATUS_SERVER_ERROR;
}
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME)
{
// To trottle the reconnects a bit, every clients waits
// his _local_player value before reconnecting
// OWNER_SPECTATOR is currently 255, so to avoid long wait periods
// set the max to 10.
_network_reconnect = min(_local_player + 1, 10);
_switch_mode_errorstr = STR_NETWORK_SERVER_REBOOT;
return NETWORK_RECV_STATUS_SERVER_ERROR;
}
// The layout for the receive-functions by the client
typedef NetworkRecvStatus NetworkClientPacket(Packet *p);
// This array matches PacketType. At an incoming
// packet it is matches against this array
// and that way the right function to handle that
// packet is found.
static NetworkClientPacket* const _network_client_packet[] = {
RECEIVE_COMMAND(PACKET_SERVER_FULL),
NULL, /*PACKET_CLIENT_JOIN,*/
RECEIVE_COMMAND(PACKET_SERVER_ERROR),
NULL, /*PACKET_CLIENT_COMPANY_INFO,*/
RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO),
RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO),
RECEIVE_COMMAND(PACKET_SERVER_NEED_PASSWORD),
NULL, /*PACKET_CLIENT_PASSWORD,*/
RECEIVE_COMMAND(PACKET_SERVER_WELCOME),
NULL, /*PACKET_CLIENT_GETMAP,*/
RECEIVE_COMMAND(PACKET_SERVER_WAIT),
RECEIVE_COMMAND(PACKET_SERVER_MAP),
NULL, /*PACKET_CLIENT_MAP_OK,*/
RECEIVE_COMMAND(PACKET_SERVER_JOIN),
RECEIVE_COMMAND(PACKET_SERVER_FRAME),
RECEIVE_COMMAND(PACKET_SERVER_SYNC),
NULL, /*PACKET_CLIENT_ACK,*/
NULL, /*PACKET_CLIENT_COMMAND,*/
RECEIVE_COMMAND(PACKET_SERVER_COMMAND),
NULL, /*PACKET_CLIENT_CHAT,*/
RECEIVE_COMMAND(PACKET_SERVER_CHAT),
NULL, /*PACKET_CLIENT_SET_PASSWORD,*/
NULL, /*PACKET_CLIENT_SET_NAME,*/
NULL, /*PACKET_CLIENT_QUIT,*/
NULL, /*PACKET_CLIENT_ERROR,*/
RECEIVE_COMMAND(PACKET_SERVER_QUIT),
RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT),
RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN),
RECEIVE_COMMAND(PACKET_SERVER_NEWGAME),
};
// If this fails, check the array above with network_data.h
assert_compile(lengthof(_network_client_packet) == PACKET_END);
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 NetworkRecvPatchSettings(Packet *p)
{
const SettingDesc *item;
item = patch_settings;
while (item->name != NULL) {
switch (item->flags) {
case SDT_BOOL:
case SDT_INT8:
case SDT_UINT8:
*(uint8 *)(item->ptr) = NetworkRecv_uint8(p);
break;
case SDT_INT16:
case SDT_UINT16:
*(uint16 *)(item->ptr) = NetworkRecv_uint16(p);
break;
case SDT_INT32:
case SDT_UINT32:
*(uint32 *)(item->ptr) = NetworkRecv_uint32(p);
break;
}
item++;
}
}
// Is called after a client is connected to the server
void NetworkClient_Connected(void)
{
// Set the frame-counter to 0 so nothing happens till we are ready
_frame_counter = 0;
_frame_counter_server = 0;
last_ack_frame = 0;
// Request the game-info
SEND_COMMAND(PACKET_CLIENT_JOIN)();
}
// Reads the packets from the socket-stream, if available
NetworkRecvStatus NetworkClient_ReadPackets(ClientState *cs)
{
Packet *p;
NetworkRecvStatus res = NETWORK_RECV_STATUS_OKAY;
while (res == NETWORK_RECV_STATUS_OKAY && (p = NetworkRecv_Packet(cs, &res)) != NULL) {
byte type = NetworkRecv_uint8(p);
if (type < PACKET_END && _network_client_packet[type] != NULL) {
res = _network_client_packet[type](p);
} else {
res = NETWORK_RECV_STATUS_MALFORMED_PACKET;
DEBUG(net, 0)("[NET][client] Received invalid packet type %d", type);
}
free(p);
}
return res;
}
#endif /* ENABLE_NETWORK */
|