Files @ r23482:de566f8c088d
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Location: cpp/openttd-patchpack/source/src/network/core/core.h

Patric Stout
Remove: DOS support

In 10 years there was no active development on DOS. Although it
turned out to still work, the FPS was very bad. There is little
interest in the current community to look into this.

Further more, we like to switch to c++11 functions for threads,
which are not implemented by DJGPP, the only current compiler
for DOS.

Additionally, DOS is the only platform which does not support
networking. It is the reason we have tons of #ifdefs to support
disabling networking.

By removing DOS support, we can both use c++11 functions for threads,
and remove all the code related to disabling network. Sadly, this
means we have to see DOS go.

Of course, if you feel up for the task, simply revert this commit,
and implement stub c++11 functions for threads and stub functions
for networking. We are more than happy to accept such Pull Request.
/* $Id$ */

/*
 * 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 core.h Base for all network types (UDP and TCP)
 */

#ifndef NETWORK_CORE_CORE_H
#define NETWORK_CORE_CORE_H

#include "../../newgrf_config.h"
#include "config.h"

#ifdef ENABLE_NETWORK

bool NetworkCoreInitialize();
void NetworkCoreShutdown();

/** Status of a network client; reasons why a client has quit */
enum NetworkRecvStatus {
	NETWORK_RECV_STATUS_OKAY,             ///< Everything is okay
	NETWORK_RECV_STATUS_DESYNC,           ///< A desync did occur
	NETWORK_RECV_STATUS_NEWGRF_MISMATCH,  ///< We did not have the required NewGRFs
	NETWORK_RECV_STATUS_SAVEGAME,         ///< Something went wrong (down)loading the savegame
	NETWORK_RECV_STATUS_CONN_LOST,        ///< The connection is 'just' lost
	NETWORK_RECV_STATUS_MALFORMED_PACKET, ///< We apparently send a malformed packet
	NETWORK_RECV_STATUS_SERVER_ERROR,     ///< The server told us we made an error
	NETWORK_RECV_STATUS_SERVER_FULL,      ///< The server is full
	NETWORK_RECV_STATUS_SERVER_BANNED,    ///< The server has banned us
	NETWORK_RECV_STATUS_CLOSE_QUERY,      ///< Done querying the server
};

/** Forward declaration due to circular dependencies */
struct Packet;

/**
 * SocketHandler for all network sockets in OpenTTD.
 */
class NetworkSocketHandler {
	bool has_quit; ///< Whether the current client has quit/send a bad packet
public:
	/** Create a new unbound socket */
	NetworkSocketHandler() { this->has_quit = false; }

	/** Close the socket when destructing the socket handler */
	virtual ~NetworkSocketHandler() { this->Close(); }

	/** Really close the socket */
	virtual void Close() {}

	/**
	 * Close the current connection; for TCP this will be mostly equivalent
	 * to Close(), but for UDP it just means the packet has to be dropped.
	 * @param error Whether we quit under an error condition or not.
	 * @return new status of the connection.
	 */
	virtual NetworkRecvStatus CloseConnection(bool error = true) { this->has_quit = true; return NETWORK_RECV_STATUS_OKAY; }

	/**
	 * Whether the current client connected to the socket has quit.
	 * In the case of UDP, for example, once a client quits (send bad
	 * data), the socket in not closed; only the packet is dropped.
	 * @return true when the current client has quit, false otherwise
	 */
	bool HasClientQuit() const { return this->has_quit; }

	/**
	 * Reopen the socket so we can send/receive stuff again.
	 */
	void Reopen() { this->has_quit = false; }

	void SendGRFIdentifier(Packet *p, const GRFIdentifier *grf);
	void ReceiveGRFIdentifier(Packet *p, GRFIdentifier *grf);
	void SendCompanyInformation(Packet *p, const struct Company *c, const struct NetworkCompanyStats *stats, uint max_len = NETWORK_COMPANY_NAME_LENGTH);
};

#endif /* ENABLE_NETWORK */

#endif /* NETWORK_CORE_CORE_H */