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

#ifndef NETWORK_SERVER_H
#define NETWORK_SERVER_H

#ifdef ENABLE_NETWORK

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

class ServerNetworkGameSocketHandler;
/** Make the code look slightly nicer/simpler. */
typedef ServerNetworkGameSocketHandler NetworkClientSocket;
/** Pool with all client sockets. */
typedef Pool<NetworkClientSocket, ClientIndex, 8, MAX_CLIENT_SLOTS, PT_NCLIENT> NetworkClientSocketPool;
extern NetworkClientSocketPool _networkclientsocket_pool;

/** Class for handling the server side of the game connection. */
class ServerNetworkGameSocketHandler : public NetworkClientSocketPool::PoolItem<&_networkclientsocket_pool>, public NetworkGameSocketHandler, public TCPListenHandler<ServerNetworkGameSocketHandler, PACKET_SERVER_FULL, PACKET_SERVER_BANNED> {
protected:
	virtual NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p);
	virtual NetworkRecvStatus Receive_CLIENT_COMPANY_INFO(Packet *p);
	virtual NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p);
	virtual NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p);
	virtual NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p);
	virtual NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet *p);
	virtual NetworkRecvStatus Receive_CLIENT_ACK(Packet *p);
	virtual NetworkRecvStatus Receive_CLIENT_COMMAND(Packet *p);
	virtual NetworkRecvStatus Receive_CLIENT_CHAT(Packet *p);
	virtual NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet *p);
	virtual NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet *p);
	virtual NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p);
	virtual NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p);
	virtual NetworkRecvStatus Receive_CLIENT_RCON(Packet *p);
	virtual NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet *p);
	virtual NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p);

	NetworkRecvStatus SendCompanyInfo();
	NetworkRecvStatus SendNewGRFCheck();
	NetworkRecvStatus SendWelcome();
	NetworkRecvStatus SendWait();
	NetworkRecvStatus SendNeedGamePassword();
	NetworkRecvStatus SendNeedCompanyPassword();

public:
	/** Status of a client */
	enum ClientStatus {
		STATUS_INACTIVE,      ///< The client is not connected nor active.
		STATUS_NEWGRFS_CHECK, ///< The client is checking NewGRFs.
		STATUS_AUTH_GAME,     ///< The client is authorizing with game (server) password.
		STATUS_AUTH_COMPANY,  ///< The client is authorizing with company password.
		STATUS_AUTHORIZED,    ///< The client is authorized.
		STATUS_MAP_WAIT,      ///< The client is waiting as someone else is downloading the map.
		STATUS_MAP,           ///< The client is downloading the map.
		STATUS_DONE_MAP,      ///< The client has downloaded the map.
		STATUS_PRE_ACTIVE,    ///< The client is catching up the delayed frames.
		STATUS_ACTIVE,        ///< The client is active within in the game.
		STATUS_END,           ///< Must ALWAYS be on the end of this list!! (period).
	};

	byte lag_test;               ///< Byte used for lag-testing the client
	byte last_token;             ///< The last random token we did send to verify the client is listening
	uint32 last_token_frame;     ///< The last frame we received the right token
	ClientStatus status;         ///< Status of this client
	CommandQueue outgoing_queue; ///< The command-queue awaiting delivery
	int receive_limit;           ///< Amount of bytes that we can receive at this moment

	struct PacketWriter *savegame; ///< Writer used to write the savegame.
	NetworkAddress client_address; ///< IP-address of the client (so he can be banned)

	ServerNetworkGameSocketHandler(SOCKET s);
	~ServerNetworkGameSocketHandler();

	virtual Packet *ReceivePacket();
	NetworkRecvStatus CloseConnection(NetworkRecvStatus status);
	void GetClientName(char *client_name, const char *last) const;

	NetworkRecvStatus SendMap();
	NetworkRecvStatus SendErrorQuit(ClientID client_id, NetworkErrorCode errorno);
	NetworkRecvStatus SendQuit(ClientID client_id);
	NetworkRecvStatus SendShutdown();
	NetworkRecvStatus SendNewGame();
	NetworkRecvStatus SendRConResult(uint16 colour, const char *command);
	NetworkRecvStatus SendMove(ClientID client_id, CompanyID company_id);

	NetworkRecvStatus SendClientInfo(NetworkClientInfo *ci);
	NetworkRecvStatus SendError(NetworkErrorCode error);
	NetworkRecvStatus SendChat(NetworkAction action, ClientID client_id, bool self_send, const char *msg, int64 data);
	NetworkRecvStatus SendJoin(ClientID client_id);
	NetworkRecvStatus SendFrame();
	NetworkRecvStatus SendSync();
	NetworkRecvStatus SendCommand(const CommandPacket *cp);
	NetworkRecvStatus SendCompanyUpdate();
	NetworkRecvStatus SendConfigUpdate();

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

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

	const char *GetClientIP();

	static ServerNetworkGameSocketHandler *GetByClientID(ClientID client_id);
};

void NetworkServer_Tick(bool send_frame);
void NetworkServerSetCompanyPassword(CompanyID company_id, const char *password, bool already_hashed = true);
void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded);

/**
 * 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_CLIENT_SOCKETS_FROM(var, start) FOR_ALL_ITEMS_FROM(NetworkClientSocket, clientsocket_index, var, start)

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

#else /* ENABLE_NETWORK */
/* Network function stubs when networking is disabled */

static inline void NetworkServerMonthlyLoop() {}
static inline void NetworkServerYearlyLoop() {}

#endif /* ENABLE_NETWORK */

#endif /* NETWORK_SERVER_H */