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Location: cpp/openttd-patchpack/source/src/network/core/tcp.h
r6868:aab228767f55
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(svn r10108) -Codechange: implement variable 0x60 (Get industry tile ID at offset) for industries.
It is exposed for for industry tiles who will reuse it too, for variable 0x62.
It is exposed for for industry tiles who will reuse it too, for variable 0x62.
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/**
* @file tcp.h Basic functions to receive and send TCP packets.
*/
#ifndef NETWORK_CORE_TCP_H
#define NETWORK_CORE_TCP_H
#ifdef ENABLE_NETWORK
#include "os_abstraction.h"
#include "core.h"
#include "packet.h"
/**
* Enum with all types of UDP packets.
* The order of the first 4 packets MUST not be changed, as
* it protects old clients from joining newer servers
* (because SERVER_ERROR is the respond to a wrong revision)
*/
enum {
PACKET_SERVER_FULL,
PACKET_SERVER_BANNED,
PACKET_CLIENT_JOIN,
PACKET_SERVER_ERROR,
PACKET_CLIENT_COMPANY_INFO,
PACKET_SERVER_COMPANY_INFO,
PACKET_SERVER_CLIENT_INFO,
PACKET_SERVER_NEED_PASSWORD,
PACKET_CLIENT_PASSWORD,
PACKET_SERVER_WELCOME,
PACKET_CLIENT_GETMAP,
PACKET_SERVER_WAIT,
PACKET_SERVER_MAP,
PACKET_CLIENT_MAP_OK,
PACKET_SERVER_JOIN,
PACKET_SERVER_FRAME,
PACKET_SERVER_SYNC,
PACKET_CLIENT_ACK,
PACKET_CLIENT_COMMAND,
PACKET_SERVER_COMMAND,
PACKET_CLIENT_CHAT,
PACKET_SERVER_CHAT,
PACKET_CLIENT_SET_PASSWORD,
PACKET_CLIENT_SET_NAME,
PACKET_CLIENT_QUIT,
PACKET_CLIENT_ERROR,
PACKET_SERVER_QUIT,
PACKET_SERVER_ERROR_QUIT,
PACKET_SERVER_SHUTDOWN,
PACKET_SERVER_NEWGAME,
PACKET_SERVER_RCON,
PACKET_CLIENT_RCON,
PACKET_SERVER_CHECK_NEWGRFS,
PACKET_CLIENT_NEWGRFS_CHECKED,
PACKET_END ///< Must ALWAYS be on the end of this list!! (period)
};
/** Packet that wraps a command */
struct CommandPacket {
CommandPacket *next; ///< the next command packet (if in queue)
PlayerByte player; ///< player that is executing the command
uint32 cmd; ///< command being executed
uint32 p1; ///< parameter p1
uint32 p2; ///< parameter p2
TileIndex tile; ///< tile command being executed on
char text[80]; ///< possible text sent for name changes etc
uint32 frame; ///< the frame in which this packet is executed
byte callback; ///< any callback function executed upon successful completion of the command
};
/** Status of a client */
enum ClientStatus {
STATUS_INACTIVE, ///< The client is not connected nor active
STATUS_AUTHORIZING,///< The client is authorizing
STATUS_AUTH, ///< 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 an active player in the game
};
/** Base socket handler for all TCP sockets */
class NetworkTCPSocketHandler : public NetworkSocketHandler {
/* TODO: rewrite into a proper class */
private:
Packet *packet_queue; ///< Packets that are awaiting delivery
Packet *packet_recv; ///< Partially received packet
public:
uint16 index; ///< Client index
uint32 last_frame; ///< Last frame we have executed
uint32 last_frame_server; ///< Last frame the server has executed
byte lag_test; ///< Byte used for lag-testing the client
ClientStatus status; ///< Status of this client
bool writable; ///< Can we write to this socket?
CommandPacket *command_queue; ///< The command-queue awaiting delivery
NetworkRecvStatus CloseConnection();
void Initialize();
void Destroy();
void Send_Packet(Packet *packet);
bool Send_Packets();
bool IsPacketQueueEmpty();
Packet *Recv_Packet(NetworkRecvStatus *status);
};
#endif /* ENABLE_NETWORK */
#endif /* NETWORK_CORE_TCP_H */
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