Files @ r23482:de566f8c088d
Branch filter:

Location: cpp/openttd-patchpack/source/src/network/core/tcp_game.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_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 "../../error.h"

#include "table/strings.h"

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

/**
 * Create a new socket for the game connection.
 * @param s The socket to connect with.
 */
NetworkGameSocketHandler::NetworkGameSocketHandler(SOCKET s) : info(NULL), client_id(INVALID_CLIENT_ID),
		last_frame(_frame_counter), last_frame_server(_frame_counter), last_packet(_realtime_tick)
{
	this->sock = s;
}

/**
 * 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) {
		extern void ClientNetworkEmergencySave(); // from network_client.cpp
		ClientNetworkEmergencySave();
		_switch_mode = SM_MENU;
		_networking = false;
		ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL);

		return NETWORK_RECV_STATUS_CONN_LOST;
	}

	return this->CloseConnection(error ? NETWORK_RECV_STATUS_SERVER_ERROR : NETWORK_RECV_STATUS_CONN_LOST);
}


/**
 * 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) {
		case PACKET_SERVER_FULL:                  return this->Receive_SERVER_FULL(p);
		case PACKET_SERVER_BANNED:                return this->Receive_SERVER_BANNED(p);
		case PACKET_CLIENT_JOIN:                  return this->Receive_CLIENT_JOIN(p);
		case PACKET_SERVER_ERROR:                 return this->Receive_SERVER_ERROR(p);
		case PACKET_CLIENT_COMPANY_INFO:          return this->Receive_CLIENT_COMPANY_INFO(p);
		case PACKET_SERVER_COMPANY_INFO:          return this->Receive_SERVER_COMPANY_INFO(p);
		case PACKET_SERVER_CLIENT_INFO:           return this->Receive_SERVER_CLIENT_INFO(p);
		case PACKET_SERVER_NEED_GAME_PASSWORD:    return this->Receive_SERVER_NEED_GAME_PASSWORD(p);
		case PACKET_SERVER_NEED_COMPANY_PASSWORD: return this->Receive_SERVER_NEED_COMPANY_PASSWORD(p);
		case PACKET_CLIENT_GAME_PASSWORD:         return this->Receive_CLIENT_GAME_PASSWORD(p);
		case PACKET_CLIENT_COMPANY_PASSWORD:      return this->Receive_CLIENT_COMPANY_PASSWORD(p);
		case PACKET_SERVER_WELCOME:               return this->Receive_SERVER_WELCOME(p);
		case PACKET_CLIENT_GETMAP:                return this->Receive_CLIENT_GETMAP(p);
		case PACKET_SERVER_WAIT:                  return this->Receive_SERVER_WAIT(p);
		case PACKET_SERVER_MAP_BEGIN:             return this->Receive_SERVER_MAP_BEGIN(p);
		case PACKET_SERVER_MAP_SIZE:              return this->Receive_SERVER_MAP_SIZE(p);
		case PACKET_SERVER_MAP_DATA:              return this->Receive_SERVER_MAP_DATA(p);
		case PACKET_SERVER_MAP_DONE:              return this->Receive_SERVER_MAP_DONE(p);
		case PACKET_CLIENT_MAP_OK:                return this->Receive_CLIENT_MAP_OK(p);
		case PACKET_SERVER_JOIN:                  return this->Receive_SERVER_JOIN(p);
		case PACKET_SERVER_FRAME:                 return this->Receive_SERVER_FRAME(p);
		case PACKET_SERVER_SYNC:                  return this->Receive_SERVER_SYNC(p);
		case PACKET_CLIENT_ACK:                   return this->Receive_CLIENT_ACK(p);
		case PACKET_CLIENT_COMMAND:               return this->Receive_CLIENT_COMMAND(p);
		case PACKET_SERVER_COMMAND:               return this->Receive_SERVER_COMMAND(p);
		case PACKET_CLIENT_CHAT:                  return this->Receive_CLIENT_CHAT(p);
		case PACKET_SERVER_CHAT:                  return this->Receive_SERVER_CHAT(p);
		case PACKET_CLIENT_SET_PASSWORD:          return this->Receive_CLIENT_SET_PASSWORD(p);
		case PACKET_CLIENT_SET_NAME:              return this->Receive_CLIENT_SET_NAME(p);
		case PACKET_CLIENT_QUIT:                  return this->Receive_CLIENT_QUIT(p);
		case PACKET_CLIENT_ERROR:                 return this->Receive_CLIENT_ERROR(p);
		case PACKET_SERVER_QUIT:                  return this->Receive_SERVER_QUIT(p);
		case PACKET_SERVER_ERROR_QUIT:            return this->Receive_SERVER_ERROR_QUIT(p);
		case PACKET_SERVER_SHUTDOWN:              return this->Receive_SERVER_SHUTDOWN(p);
		case PACKET_SERVER_NEWGAME:               return this->Receive_SERVER_NEWGAME(p);
		case PACKET_SERVER_RCON:                  return this->Receive_SERVER_RCON(p);
		case PACKET_CLIENT_RCON:                  return this->Receive_CLIENT_RCON(p);
		case PACKET_SERVER_CHECK_NEWGRFS:         return this->Receive_SERVER_CHECK_NEWGRFS(p);
		case PACKET_CLIENT_NEWGRFS_CHECKED:       return this->Receive_CLIENT_NEWGRFS_CHECKED(p);
		case PACKET_SERVER_MOVE:                  return this->Receive_SERVER_MOVE(p);
		case PACKET_CLIENT_MOVE:                  return this->Receive_CLIENT_MOVE(p);
		case PACKET_SERVER_COMPANY_UPDATE:        return this->Receive_SERVER_COMPANY_UPDATE(p);
		case PACKET_SERVER_CONFIG_UPDATE:         return this->Receive_SERVER_CONFIG_UPDATE(p);

		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;
}

/**
 * Helper for logging receiving invalid packets.
 * @param type The received packet type.
 * @return The status the network should have, in this case: "malformed packet error".
 */
NetworkRecvStatus NetworkGameSocketHandler::ReceiveInvalidPacket(PacketGameType type)
{
	DEBUG(net, 0, "[tcp/game] received illegal packet type %d from client %d", type, this->client_id);
	return NETWORK_RECV_STATUS_MALFORMED_PACKET;
}

NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_FULL(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_FULL); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_BANNED); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_JOIN); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_ERROR); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_COMPANY_INFO(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_COMPANY_INFO); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_COMPANY_INFO(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_COMPANY_INFO); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_CLIENT_INFO); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEED_GAME_PASSWORD); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEED_COMPANY_PASSWORD); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_GAME_PASSWORD); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_COMPANY_PASSWORD); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_WELCOME(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_WELCOME); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_GETMAP); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_WAIT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_WAIT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_BEGIN); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_SIZE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_SIZE); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_DATA(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_DATA); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_DONE); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_MAP_OK); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_JOIN(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_JOIN); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_FRAME(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_FRAME); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_SYNC(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_SYNC); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_ACK); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_COMMAND); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_COMMAND(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_COMMAND); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_CHAT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CHAT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_CHAT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_SET_PASSWORD); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_SET_NAME); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_QUIT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_ERROR); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_QUIT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_QUIT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_ERROR_QUIT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_SHUTDOWN); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEWGAME); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_RCON(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_RCON); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_RCON(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_RCON); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_CHECK_NEWGRFS); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_NEWGRFS_CHECKED); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MOVE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_MOVE); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_MOVE); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_COMPANY_UPDATE); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_CONFIG_UPDATE); }

#endif /* ENABLE_NETWORK */