Files @ r25826:89dc24729f74
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Location: cpp/openttd-patchpack/source/src/network/core/tcp_coordinator.h

Patric Stout
Codechange: allow Connect() to bind to a local address
/*
 * 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_coordinator.h Basic functions to receive and send TCP packets to/from the Game Coordinator server.
 */

#ifndef NETWORK_CORE_TCP_COORDINATOR_H
#define NETWORK_CORE_TCP_COORDINATOR_H

#include "os_abstraction.h"
#include "tcp.h"
#include "packet.h"
#include "game_info.h"

/**
 * Enum with all types of TCP Game Coordinator packets. The order MUST not be changed.
 *
 * GC     -> packets from Game Coordinator to either Client or Server.
 * SERVER -> packets from Server to Game Coordinator.
 * CLIENT -> packets from Client to Game Coordinator.
 * SERCLI -> packets from either the Server or Client to Game Coordinator.
 **/
enum PacketCoordinatorType {
	PACKET_COORDINATOR_GC_ERROR,              ///< Game Coordinator indicates there was an error.
	PACKET_COORDINATOR_SERVER_REGISTER,       ///< Server registration.
	PACKET_COORDINATOR_GC_REGISTER_ACK,       ///< Game Coordinator accepts the registration.
	PACKET_COORDINATOR_SERVER_UPDATE,         ///< Server sends an set intervals an update of the server.
	PACKET_COORDINATOR_CLIENT_LISTING,        ///< Client is requesting a listing of all public servers.
	PACKET_COORDINATOR_GC_LISTING,            ///< Game Coordinator returns a listing of all public servers.
	PACKET_COORDINATOR_CLIENT_CONNECT,        ///< Client wants to connect to a server based on an invite code.
	PACKET_COORDINATOR_GC_CONNECTING,         ///< Game Coordinator informs the client of the token assigned to the connection attempt.
	PACKET_COORDINATOR_SERCLI_CONNECT_FAILED, ///< Client/server tells the Game Coordinator the current connection attempt failed.
	PACKET_COORDINATOR_GC_CONNECT_FAILED,     ///< Game Coordinator informs client/server it has given up on the connection attempt.
	PACKET_COORDINATOR_CLIENT_CONNECTED,      ///< Client informs the Game Coordinator the connection with the server is established.
	PACKET_COORDINATOR_GC_DIRECT_CONNECT,     ///< Game Coordinator tells client to directly connect to the hostname:port of the server.
	PACKET_COORDINATOR_END,                   ///< Must ALWAYS be on the end of this list!! (period)
};

/**
 * The type of connection the Game Coordinator can detect we have.
 */
enum ConnectionType {
	CONNECTION_TYPE_UNKNOWN,  ///< The Game Coordinator hasn't informed us yet what type of connection we have.
	CONNECTION_TYPE_ISOLATED, ///< The Game Coordinator failed to find a way to connect to your server. Nobody will be able to join.
	CONNECTION_TYPE_DIRECT,   ///< The Game Coordinator can directly connect to your server.
};

/**
 * The type of error from the Game Coordinator.
 */
enum NetworkCoordinatorErrorType {
	NETWORK_COORDINATOR_ERROR_UNKNOWN,             ///< There was an unknown error.
	NETWORK_COORDINATOR_ERROR_REGISTRATION_FAILED, ///< Your request for registration failed.
	NETWORK_COORDINATOR_ERROR_INVALID_INVITE_CODE, ///< The invite code given is invalid.
};

/** Base socket handler for all Game Coordinator TCP sockets. */
class NetworkCoordinatorSocketHandler : public NetworkTCPSocketHandler {
protected:
	bool ReceiveInvalidPacket(PacketCoordinatorType type);

	/**
	 * Game Coordinator indicates there was an error. This can either be a
	 * permanent error causing the connection to be dropped, or in response
	 * to a request that is invalid.
	 *
	 *  uint8   Type of error (see NetworkCoordinatorErrorType).
	 *  string  Details of the error.
	 *
	 * @param p The packet that was just received.
	 * @return True upon success, otherwise false.
	 */
	virtual bool Receive_GC_ERROR(Packet *p);

	/**
	 * Server is starting a multiplayer game and wants to let the
	 * Game Coordinator know.
	 *
	 *  uint8   Game Coordinator protocol version.
	 *  uint8   Type of game (see ServerGameType).
	 *  uint16  Local port of the server.
	 *  string  Invite code the server wants to use (can be empty; coordinator will assign a new invite code).
	 *  string  Secret that belongs to the invite code (empty if invite code is empty).
	 *
	 * @param p The packet that was just received.
	 * @return True upon success, otherwise false.
	 */
	virtual bool Receive_SERVER_REGISTER(Packet *p);

	/**
	 * Game Coordinator acknowledges the registration.
	 *
	 *  string  Invite code that can be used to join this server.
	 *  string  Secret that belongs to the invite code (only needed if reusing the invite code on next SERVER_REGISTER).
	 *  uint8   Type of connection was detected (see ConnectionType).
	 *
	 * @param p The packet that was just received.
	 * @return True upon success, otherwise false.
	 */
	virtual bool Receive_GC_REGISTER_ACK(Packet *p);

	/**
	 * Send an update of the current state of the server to the Game Coordinator.
	 *
	 *  uint8   Game Coordinator protocol version.
	 *  Serialized NetworkGameInfo. See game_info.hpp for details.
	 *
	 * @param p The packet that was just received.
	 * @return True upon success, otherwise false.
	 */
	virtual bool Receive_SERVER_UPDATE(Packet *p);

	/**
	 * Client requests a list of all public servers.
	 *
	 *  uint8   Game Coordinator protocol version.
	 *  uint8   Game-info version used by this client.
	 *  string  Revision of the client.
	 *
	 * @param p The packet that was just received.
	 * @return True upon success, otherwise false.
	 */
	virtual bool Receive_CLIENT_LISTING(Packet *p);

	/**
	 * Game Coordinator replies with a list of all public servers. Multiple
	 * of these packets are received after a request till all servers are
	 * sent over. Last packet will have server count of 0.
	 *
	 *  uint16  Amount of public servers in this packet.
	 *  For each server:
	 *    string  Connection string for this server.
	 *    Serialized NetworkGameInfo. See game_info.hpp for details.
	 *
	 * @param p The packet that was just received.
	 * @return True upon success, otherwise false.
	 */
	virtual bool Receive_GC_LISTING(Packet *p);

	/**
	 * Client wants to connect to a Server.
	 *
	 *  uint8   Game Coordinator protocol version.
	 *  string  Invite code of the Server to join.
	 *
	 * @param p The packet that was just received.
	 * @return True upon success, otherwise false.
	 */
	virtual bool Receive_CLIENT_CONNECT(Packet *p);

	/**
	 * Game Coordinator informs the Client under what token it will start the
	 * attempt to connect the Server and Client together.
	 *
	 *  string  Token to track the current connect request.
	 *  string  Invite code of the Server to join.
	 *
	 * @param p The packet that was just received.
	 * @return True upon success, otherwise false.
	 */
	virtual bool Receive_GC_CONNECTING(Packet *p);

	/**
	 * Client or Server failed to connect to the remote side.
	 *
	 *  uint8   Game Coordinator protocol version.
	 *  string  Token to track the current connect request.
	 *  uint8   Tracking number to track current connect request.
	 *
	 * @param p The packet that was just received.
	 * @return True upon success, otherwise false.
	 */
	virtual bool Receive_SERCLI_CONNECT_FAILED(Packet *p);

	/**
	 * Game Coordinator informs the Client that it failed to find a way to
	 * connect the Client to the Server. Any open connections for this token
	 * should be closed now.
	 *
	 *  string  Token to track the current connect request.
	 *
	 * @param p The packet that was just received.
	 * @return True upon success, otherwise false.
	 */
	virtual bool Receive_GC_CONNECT_FAILED(Packet *p);

	/**
	 * Client informs the Game Coordinator the connection with the Server is
	 * established. The Client will disconnect from the Game Coordinator next.
	 *
	 *  uint8   Game Coordinator protocol version.
	 *  string  Token to track the current connect request.
	 *
	 * @param p The packet that was just received.
	 * @return True upon success, otherwise false.
	 */
	virtual bool Receive_CLIENT_CONNECTED(Packet *p);

	/**
	 * Game Coordinator requests that the Client makes a direct connection to
	 * the indicated peer, which is a Server.
	 *
	 *  string  Token to track the current connect request.
	 *  uint8   Tracking number to track current connect request.
	 *  string  Hostname of the peer.
	 *  uint16  Port of the peer.
	 *
	 * @param p The packet that was just received.
	 * @return True upon success, otherwise false.
	 */
	virtual bool Receive_GC_DIRECT_CONNECT(Packet *p);

	bool HandlePacket(Packet *p);
public:
	/**
	 * Create a new cs socket handler for a given cs.
	 * @param s The socket we are connected with.
	 */
	NetworkCoordinatorSocketHandler(SOCKET s = INVALID_SOCKET) : NetworkTCPSocketHandler(s) {}

	bool ReceivePackets();
};

#endif /* NETWORK_CORE_TCP_COORDINATOR_H */