Files @ r23482:de566f8c088d
Branch filter:

Location: cpp/openttd-patchpack/source/src/network/core/tcp_content.cpp

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 tcp_content.cpp Basic functions to receive and send Content packets.
 */

#ifdef ENABLE_NETWORK

#include "../../stdafx.h"
#ifndef OPENTTD_MSU
#include "../../textfile_gui.h"
#include "../../newgrf_config.h"
#include "../../base_media_base.h"
#include "../../ai/ai.hpp"
#include "../../game/game.hpp"
#include "../../fios.h"
#endif /* OPENTTD_MSU */
#include "tcp_content.h"

#include "../../safeguards.h"

/** Clear everything in the struct */
ContentInfo::ContentInfo()
{
	memset(this, 0, sizeof(*this));
}

/** Free everything allocated */
ContentInfo::~ContentInfo()
{
	free(this->dependencies);
	free(this->tags);
}

/**
 * Copy data from other #ContentInfo and take ownership of allocated stuff.
 * @param other Source to copy from. #dependencies and #tags will be NULLed.
 */
void ContentInfo::TransferFrom(ContentInfo *other)
{
	if (other != this) {
		free(this->dependencies);
		free(this->tags);
		memcpy(this, other, sizeof(ContentInfo));
		other->dependencies = NULL;
		other->tags = NULL;
	}
}

/**
 * Get the size of the data as send over the network.
 * @return the size.
 */
size_t ContentInfo::Size() const
{
	size_t len = 0;
	for (uint i = 0; i < this->tag_count; i++) len += strlen(this->tags[i]) + 1;

	/* The size is never larger than the content info size plus the size of the
	 * tags and dependencies */
	return sizeof(*this) +
			sizeof(this->dependency_count) +
			sizeof(*this->dependencies) * this->dependency_count;
}

/**
 * Is the state either selected or autoselected?
 * @return true iff that's the case
 */
bool ContentInfo::IsSelected() const
{
	switch (this->state) {
		case ContentInfo::SELECTED:
		case ContentInfo::AUTOSELECTED:
		case ContentInfo::ALREADY_HERE:
			return true;

		default:
			return false;
	}
}

/**
 * Is the information from this content info valid?
 * @return true iff it's valid
 */
bool ContentInfo::IsValid() const
{
	return this->state < ContentInfo::INVALID && this->type >= CONTENT_TYPE_BEGIN && this->type < CONTENT_TYPE_END;
}

#ifndef OPENTTD_MSU
/**
 * Search a textfile file next to this file in the content list.
 * @param type The type of the textfile to search for.
 * @return The filename for the textfile, \c NULL otherwise.
 */
const char *ContentInfo::GetTextfile(TextfileType type) const
{
	if (this->state == INVALID) return NULL;
	const char *tmp;
	switch (this->type) {
		default: NOT_REACHED();
		case CONTENT_TYPE_AI:
			tmp = AI::GetScannerInfo()->FindMainScript(this, true);
			break;
		case CONTENT_TYPE_AI_LIBRARY:
			tmp = AI::GetScannerLibrary()->FindMainScript(this, true);
			break;
		case CONTENT_TYPE_GAME:
			tmp = Game::GetScannerInfo()->FindMainScript(this, true);
			break;
		case CONTENT_TYPE_GAME_LIBRARY:
			tmp = Game::GetScannerLibrary()->FindMainScript(this, true);
			break;
		case CONTENT_TYPE_NEWGRF: {
			const GRFConfig *gc = FindGRFConfig(BSWAP32(this->unique_id), FGCM_EXACT, this->md5sum);
			tmp = gc != NULL ? gc->filename : NULL;
			break;
		}
		case CONTENT_TYPE_BASE_GRAPHICS:
			tmp = TryGetBaseSetFile(this, true, BaseGraphics::GetAvailableSets());
			break;
		case CONTENT_TYPE_BASE_SOUNDS:
			tmp = TryGetBaseSetFile(this, true, BaseSounds::GetAvailableSets());
			break;
		case CONTENT_TYPE_BASE_MUSIC:
			tmp = TryGetBaseSetFile(this, true, BaseMusic::GetAvailableSets());
			break;
		case CONTENT_TYPE_SCENARIO:
		case CONTENT_TYPE_HEIGHTMAP:
			extern const char *FindScenario(const ContentInfo *ci, bool md5sum);
			tmp = FindScenario(this, true);
			break;
	}
	if (tmp == NULL) return NULL;
	return ::GetTextfile(type, GetContentInfoSubDir(this->type), tmp);
}
#endif /* OPENTTD_MSU */

void NetworkContentSocketHandler::Close()
{
	CloseConnection();
	if (this->sock == INVALID_SOCKET) return;

	closesocket(this->sock);
	this->sock = INVALID_SOCKET;
}

/**
 * Handle the given packet, i.e. pass it to the right
 * parser receive command.
 * @param p the packet to handle
 * @return true if we should immediately handle further packets, false otherwise
 */
bool NetworkContentSocketHandler::HandlePacket(Packet *p)
{
	PacketContentType type = (PacketContentType)p->Recv_uint8();

	switch (this->HasClientQuit() ? PACKET_CONTENT_END : type) {
		case PACKET_CONTENT_CLIENT_INFO_LIST:      return this->Receive_CLIENT_INFO_LIST(p);
		case PACKET_CONTENT_CLIENT_INFO_ID:        return this->Receive_CLIENT_INFO_ID(p);
		case PACKET_CONTENT_CLIENT_INFO_EXTID:     return this->Receive_CLIENT_INFO_EXTID(p);
		case PACKET_CONTENT_CLIENT_INFO_EXTID_MD5: return this->Receive_CLIENT_INFO_EXTID_MD5(p);
		case PACKET_CONTENT_SERVER_INFO:           return this->Receive_SERVER_INFO(p);
		case PACKET_CONTENT_CLIENT_CONTENT:        return this->Receive_CLIENT_CONTENT(p);
		case PACKET_CONTENT_SERVER_CONTENT:        return this->Receive_SERVER_CONTENT(p);

		default:
			if (this->HasClientQuit()) {
				DEBUG(net, 0, "[tcp/content] received invalid packet type %d from %s", type, this->client_addr.GetAddressAsString());
			} else {
				DEBUG(net, 0, "[tcp/content] received illegal packet from %s", this->client_addr.GetAddressAsString());
			}
			return false;
	}
}

/**
 * Receive a packet at TCP level
 * @return Whether at least one packet was received.
 */
bool NetworkContentSocketHandler::ReceivePackets()
{
	/*
	 * We read only a few of the packets. This as receiving packets can be expensive
	 * due to the re-resolving of the parent/child relations and checking the toggle
	 * state of all bits. We cannot do this all in one go, as we want to show the
	 * user what we already received. Otherwise, it can take very long before any
	 * progress is shown to the end user that something has been received.
	 * It is also the case that we request extra content from the content server in
	 * case there is an unknown (in the content list) piece of content. These will
	 * come in after the main lists have been requested. As a result, we won't be
	 * getting everything reliably in one batch. Thus, we need to make subsequent
	 * updates in that case as well.
	 *
	 * As a result, we simple handle an arbitrary number of packets in one cycle,
	 * and let the rest be handled in subsequent cycles. These are ran, almost,
	 * immediately after this cycle so in speed it does not matter much, except
	 * that the user inferface will appear better responding.
	 *
	 * What arbitrary number to choose is the ultimate question though.
	 */
	Packet *p;
	static const int MAX_PACKETS_TO_RECEIVE = 42;
	int i = MAX_PACKETS_TO_RECEIVE;
	while (--i != 0 && (p = this->ReceivePacket()) != NULL) {
		bool cont = this->HandlePacket(p);
		delete p;
		if (!cont) return true;
	}

	return i != MAX_PACKETS_TO_RECEIVE - 1;
}


/**
 * Helper for logging receiving invalid packets.
 * @param type The received packet type.
 * @return Always false, as it's an error.
 */
bool NetworkContentSocketHandler::ReceiveInvalidPacket(PacketContentType type)
{
	DEBUG(net, 0, "[tcp/content] received illegal packet type %d from %s", type, this->client_addr.GetAddressAsString());
	return false;
}

bool NetworkContentSocketHandler::Receive_CLIENT_INFO_LIST(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CONTENT_CLIENT_INFO_LIST); }
bool NetworkContentSocketHandler::Receive_CLIENT_INFO_ID(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CONTENT_CLIENT_INFO_ID); }
bool NetworkContentSocketHandler::Receive_CLIENT_INFO_EXTID(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CONTENT_CLIENT_INFO_EXTID); }
bool NetworkContentSocketHandler::Receive_CLIENT_INFO_EXTID_MD5(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CONTENT_CLIENT_INFO_EXTID_MD5); }
bool NetworkContentSocketHandler::Receive_SERVER_INFO(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CONTENT_SERVER_INFO); }
bool NetworkContentSocketHandler::Receive_CLIENT_CONTENT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CONTENT_CLIENT_CONTENT); }
bool NetworkContentSocketHandler::Receive_SERVER_CONTENT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CONTENT_SERVER_CONTENT); }

#ifndef OPENTTD_MSU
/**
 * Helper to get the subdirectory a #ContentInfo is located in.
 * @param type The type of content.
 * @return The subdirectory the content is located in.
 */
Subdirectory GetContentInfoSubDir(ContentType type)
{
	switch (type) {
		default: return NO_DIRECTORY;
		case CONTENT_TYPE_AI:           return AI_DIR;
		case CONTENT_TYPE_AI_LIBRARY:   return AI_LIBRARY_DIR;
		case CONTENT_TYPE_GAME:         return GAME_DIR;
		case CONTENT_TYPE_GAME_LIBRARY: return GAME_LIBRARY_DIR;
		case CONTENT_TYPE_NEWGRF:       return NEWGRF_DIR;

		case CONTENT_TYPE_BASE_GRAPHICS:
		case CONTENT_TYPE_BASE_SOUNDS:
		case CONTENT_TYPE_BASE_MUSIC:
			return BASESET_DIR;

		case CONTENT_TYPE_SCENARIO:     return SCENARIO_DIR;
		case CONTENT_TYPE_HEIGHTMAP:    return HEIGHTMAP_DIR;
	}
}
#endif /* OPENTTD_MSU */

#endif /* ENABLE_NETWORK */