Files
@ r17090:cd01b8169936
Branch filter:
Location: cpp/openttd-patchpack/source/src/network/core/tcp_game.cpp
r17090:cd01b8169936
8.2 KiB
text/x-c
(svn r21837) -Fix [FS#4419]: LMB dragging would switch over to other viewports instead of staying locked to the viewport you started on
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 | /* $Id$ */
/*
* 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 tcp_game.cpp Basic functions to receive and send TCP packets for game purposes.
*/
#ifdef ENABLE_NETWORK
#include "../../stdafx.h"
#include "../network.h"
#include "../network_internal.h"
#include "../../debug.h"
#include "table/strings.h"
/**
* Create a new socket for the game connection.
* @param s The socket to connect with.
*/
NetworkGameSocketHandler::NetworkGameSocketHandler(SOCKET s)
{
this->sock = s;
this->last_frame = _frame_counter;
this->last_frame_server = _frame_counter;
this->last_packet = _realtime_tick;
}
/**
* Functions to help ReceivePacket/SendPacket a bit
* A socket can make errors. When that happens this handles what to do.
* For clients: close connection and drop back to main-menu
* For servers: close connection and that is it
* @return the new status
*/
NetworkRecvStatus NetworkGameSocketHandler::CloseConnection(bool error)
{
/* Clients drop back to the main menu */
if (!_network_server && _networking) {
_switch_mode = SM_MENU;
_networking = false;
extern StringID _switch_mode_errorstr;
_switch_mode_errorstr = STR_NETWORK_ERROR_LOSTCONNECTION;
return NETWORK_RECV_STATUS_CONN_LOST;
}
return this->CloseConnection(error ? NETWORK_RECV_STATUS_SERVER_ERROR : NETWORK_RECV_STATUS_CONN_LOST);
}
/**
* Defines a simple (switch) case for each network packet
* @param type the packet type to create the case for
*/
#define GAME_COMMAND(type) case type: return this->NetworkPacketReceive_ ## type ## _command(p); break;
/**
* Handle the given packet, i.e. pass it to the right parser receive command.
* @param p the packet to handle
* @return #NetworkRecvStatus of handling.
*/
NetworkRecvStatus NetworkGameSocketHandler::HandlePacket(Packet *p)
{
PacketGameType type = (PacketGameType)p->Recv_uint8();
this->last_packet = _realtime_tick;
switch (this->HasClientQuit() ? PACKET_END : type) {
GAME_COMMAND(PACKET_SERVER_FULL)
GAME_COMMAND(PACKET_SERVER_BANNED)
GAME_COMMAND(PACKET_CLIENT_JOIN)
GAME_COMMAND(PACKET_SERVER_ERROR)
GAME_COMMAND(PACKET_CLIENT_COMPANY_INFO)
GAME_COMMAND(PACKET_SERVER_COMPANY_INFO)
GAME_COMMAND(PACKET_SERVER_CLIENT_INFO)
GAME_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD)
GAME_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD)
GAME_COMMAND(PACKET_CLIENT_GAME_PASSWORD)
GAME_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD)
GAME_COMMAND(PACKET_SERVER_WELCOME)
GAME_COMMAND(PACKET_CLIENT_GETMAP)
GAME_COMMAND(PACKET_SERVER_WAIT)
GAME_COMMAND(PACKET_SERVER_MAP_BEGIN)
GAME_COMMAND(PACKET_SERVER_MAP_SIZE)
GAME_COMMAND(PACKET_SERVER_MAP_DATA)
GAME_COMMAND(PACKET_SERVER_MAP_DONE)
GAME_COMMAND(PACKET_CLIENT_MAP_OK)
GAME_COMMAND(PACKET_SERVER_JOIN)
GAME_COMMAND(PACKET_SERVER_FRAME)
GAME_COMMAND(PACKET_SERVER_SYNC)
GAME_COMMAND(PACKET_CLIENT_ACK)
GAME_COMMAND(PACKET_CLIENT_COMMAND)
GAME_COMMAND(PACKET_SERVER_COMMAND)
GAME_COMMAND(PACKET_CLIENT_CHAT)
GAME_COMMAND(PACKET_SERVER_CHAT)
GAME_COMMAND(PACKET_CLIENT_SET_PASSWORD)
GAME_COMMAND(PACKET_CLIENT_SET_NAME)
GAME_COMMAND(PACKET_CLIENT_QUIT)
GAME_COMMAND(PACKET_CLIENT_ERROR)
GAME_COMMAND(PACKET_SERVER_QUIT)
GAME_COMMAND(PACKET_SERVER_ERROR_QUIT)
GAME_COMMAND(PACKET_SERVER_SHUTDOWN)
GAME_COMMAND(PACKET_SERVER_NEWGAME)
GAME_COMMAND(PACKET_SERVER_RCON)
GAME_COMMAND(PACKET_CLIENT_RCON)
GAME_COMMAND(PACKET_SERVER_CHECK_NEWGRFS)
GAME_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED)
GAME_COMMAND(PACKET_SERVER_MOVE)
GAME_COMMAND(PACKET_CLIENT_MOVE)
GAME_COMMAND(PACKET_SERVER_COMPANY_UPDATE)
GAME_COMMAND(PACKET_SERVER_CONFIG_UPDATE)
default:
this->CloseConnection();
if (this->HasClientQuit()) {
DEBUG(net, 0, "[tcp/game] received invalid packet type %d from client %d", type, this->client_id);
} else {
DEBUG(net, 0, "[tcp/game] received illegal packet from client %d", this->client_id);
}
return NETWORK_RECV_STATUS_MALFORMED_PACKET;
}
}
/**
* Do the actual receiving of packets.
* As long as HandlePacket returns OKAY packets are handled. Upon
* failure, or no more packets to process the last result of
* HandlePacket is returned.
* @return #NetworkRecvStatus of the last handled packet.
*/
NetworkRecvStatus NetworkGameSocketHandler::ReceivePackets()
{
Packet *p;
while ((p = this->ReceivePacket()) != NULL) {
NetworkRecvStatus res = HandlePacket(p);
delete p;
if (res != NETWORK_RECV_STATUS_OKAY) return res;
}
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Create stub implementations for all receive commands that only
* show a warning that the given command is not available for the
* socket where the packet came from.
* @param type the packet type to create the stub for
*/
#define DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(type) \
NetworkRecvStatus NetworkGameSocketHandler::NetworkPacketReceive_## type ##_command(Packet *p) \
{ \
DEBUG(net, 0, "[tcp/game] received illegal packet type %d from client %d", \
type, this->client_id); \
return NETWORK_RECV_STATUS_MALFORMED_PACKET; \
}
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FULL)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_BANNED)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_JOIN)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GAME_PASSWORD)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WELCOME)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WAIT)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_BEGIN)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_SIZE)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_DATA)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_DONE)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_JOIN)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FRAME)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SYNC)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ACK)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMMAND)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_CHAT)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHAT)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_QUIT)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ERROR)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_QUIT)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_RCON)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_RCON)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHECK_NEWGRFS)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MOVE)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MOVE)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE)
#endif /* ENABLE_NETWORK */
|