Files @ r23482:de566f8c088d
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Location: cpp/openttd-patchpack/source/src/network/network_admin.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 network_admin.h Server part of the admin network protocol. */

#ifndef NETWORK_ADMIN_H
#define NETWORK_ADMIN_H

#ifdef ENABLE_NETWORK

#include "network_internal.h"
#include "core/tcp_listen.h"
#include "core/tcp_admin.h"

extern AdminIndex _redirect_console_to_admin;

class ServerNetworkAdminSocketHandler;
/** Pool with all admin connections. */
typedef Pool<ServerNetworkAdminSocketHandler, AdminIndex, 2, MAX_ADMINS, PT_NADMIN> NetworkAdminSocketPool;
extern NetworkAdminSocketPool _networkadminsocket_pool;

/** Class for handling the server side of the game connection. */
class ServerNetworkAdminSocketHandler : public NetworkAdminSocketPool::PoolItem<&_networkadminsocket_pool>, public NetworkAdminSocketHandler, public TCPListenHandler<ServerNetworkAdminSocketHandler, ADMIN_PACKET_SERVER_FULL, ADMIN_PACKET_SERVER_BANNED> {
protected:
	virtual NetworkRecvStatus Receive_ADMIN_JOIN(Packet *p);
	virtual NetworkRecvStatus Receive_ADMIN_QUIT(Packet *p);
	virtual NetworkRecvStatus Receive_ADMIN_UPDATE_FREQUENCY(Packet *p);
	virtual NetworkRecvStatus Receive_ADMIN_POLL(Packet *p);
	virtual NetworkRecvStatus Receive_ADMIN_CHAT(Packet *p);
	virtual NetworkRecvStatus Receive_ADMIN_RCON(Packet *p);
	virtual NetworkRecvStatus Receive_ADMIN_GAMESCRIPT(Packet *p);
	virtual NetworkRecvStatus Receive_ADMIN_PING(Packet *p);

	NetworkRecvStatus SendProtocol();
	NetworkRecvStatus SendPong(uint32 d1);
public:
	AdminUpdateFrequency update_frequency[ADMIN_UPDATE_END]; ///< Admin requested update intervals.
	uint32 realtime_connect;                                 ///< Time of connection.
	NetworkAddress address;                                  ///< Address of the admin.

	ServerNetworkAdminSocketHandler(SOCKET s);
	~ServerNetworkAdminSocketHandler();

	NetworkRecvStatus SendError(NetworkErrorCode error);
	NetworkRecvStatus SendWelcome();
	NetworkRecvStatus SendNewGame();
	NetworkRecvStatus SendShutdown();

	NetworkRecvStatus SendDate();
	NetworkRecvStatus SendClientJoin(ClientID client_id);
	NetworkRecvStatus SendClientInfo(const NetworkClientSocket *cs, const NetworkClientInfo *ci);
	NetworkRecvStatus SendClientUpdate(const NetworkClientInfo *ci);
	NetworkRecvStatus SendClientQuit(ClientID client_id);
	NetworkRecvStatus SendClientError(ClientID client_id, NetworkErrorCode error);
	NetworkRecvStatus SendCompanyNew(CompanyID company_id);
	NetworkRecvStatus SendCompanyInfo(const Company *c);
	NetworkRecvStatus SendCompanyUpdate(const Company *c);
	NetworkRecvStatus SendCompanyRemove(CompanyID company_id, AdminCompanyRemoveReason bcrr);
	NetworkRecvStatus SendCompanyEconomy();
	NetworkRecvStatus SendCompanyStats();

	NetworkRecvStatus SendChat(NetworkAction action, DestType desttype, ClientID client_id, const char *msg, int64 data);
	NetworkRecvStatus SendRcon(uint16 colour, const char *command);
	NetworkRecvStatus SendConsole(const char *origin, const char *command);
	NetworkRecvStatus SendGameScript(const char *json);
	NetworkRecvStatus SendCmdNames();
	NetworkRecvStatus SendCmdLogging(ClientID client_id, const CommandPacket *cp);
	NetworkRecvStatus SendRconEnd(const char *command);

	static void Send();
	static void AcceptConnection(SOCKET s, const NetworkAddress &address);
	static bool AllowConnection();
	static void WelcomeAll();

	/**
	 * Get the name used by the listener.
	 * @return the name to show in debug logs and the like.
	 */
	static const char *GetName()
	{
		return "admin";
	}
};

/**
 * Iterate over all the sockets from a given starting point.
 * @param var The variable to iterate with.
 * @param start The start of the iteration.
 */
#define FOR_ALL_ADMIN_SOCKETS_FROM(var, start) FOR_ALL_ITEMS_FROM(ServerNetworkAdminSocketHandler, adminsocket_index, var, start)

/**
 * Iterate over all the sockets.
 * @param var The variable to iterate with.
 */
#define FOR_ALL_ADMIN_SOCKETS(var) FOR_ALL_ADMIN_SOCKETS_FROM(var, 0)

/**
 * Iterate over all the active sockets.
 * @param var The variable to iterate with.
 */
#define FOR_ALL_ACTIVE_ADMIN_SOCKETS(var) \
	FOR_ALL_ADMIN_SOCKETS(var) \
		if (var->GetAdminStatus() == ADMIN_STATUS_ACTIVE)

void NetworkAdminClientInfo(const NetworkClientSocket *cs, bool new_client = false);
void NetworkAdminClientUpdate(const NetworkClientInfo *ci);
void NetworkAdminClientQuit(ClientID client_id);
void NetworkAdminClientError(ClientID client_id, NetworkErrorCode error_code);
void NetworkAdminCompanyInfo(const Company *company, bool new_company);
void NetworkAdminCompanyUpdate(const Company *company);
void NetworkAdminCompanyRemove(CompanyID company_id, AdminCompanyRemoveReason bcrr);

void NetworkAdminChat(NetworkAction action, DestType desttype, ClientID client_id, const char *msg, int64 data = 0, bool from_admin = false);
void NetworkAdminUpdate(AdminUpdateFrequency freq);
void NetworkServerSendAdminRcon(AdminIndex admin_index, TextColour colour_code, const char *string);
void NetworkAdminConsole(const char *origin, const char *string);
void NetworkAdminGameScript(const char *json);
void NetworkAdminCmdLogging(const NetworkClientSocket *owner, const CommandPacket *cp);

#endif /* ENABLE_NETWORK */
#endif /* NETWORK_ADMIN_H */