network_server.h

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00001 /* $Id: network_server.h 21854 2011-01-19 16:47:40Z rubidium $ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * 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.
00006  * 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.
00007  * 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/>.
00008  */
00009 
00012 #ifndef NETWORK_SERVER_H
00013 #define NETWORK_SERVER_H
00014 
00015 #ifdef ENABLE_NETWORK
00016 
00017 #include "network_internal.h"
00018 #include "core/tcp_listen.h"
00019 #include "../thread/thread.h"
00020 
00021 class ServerNetworkGameSocketHandler;
00022 typedef ServerNetworkGameSocketHandler NetworkClientSocket;
00023 typedef Pool<NetworkClientSocket, ClientIndex, 8, MAX_CLIENT_SLOTS> NetworkClientSocketPool;
00024 extern NetworkClientSocketPool _networkclientsocket_pool;
00025 
00027 class ServerNetworkGameSocketHandler : public NetworkClientSocketPool::PoolItem<&_networkclientsocket_pool>, public NetworkGameSocketHandler, public TCPListenHandler<ServerNetworkGameSocketHandler, PACKET_SERVER_FULL, PACKET_SERVER_BANNED> {
00028 protected:
00029   DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_JOIN);
00030   DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO);
00031   DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GAME_PASSWORD);
00032   DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD);
00033   DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP);
00034   DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK);
00035   DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ACK);
00036   DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND);
00037   DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_CHAT);
00038   DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD);
00039   DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME);
00040   DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_QUIT);
00041   DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ERROR);
00042   DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_RCON);
00043   DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED);
00044   DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MOVE);
00045 
00046   NetworkRecvStatus SendCompanyInfo();
00047   NetworkRecvStatus SendNewGRFCheck();
00048   NetworkRecvStatus SendWelcome();
00049   NetworkRecvStatus SendWait();
00050   NetworkRecvStatus SendNeedGamePassword();
00051   NetworkRecvStatus SendNeedCompanyPassword();
00052 
00053 public:
00055   enum ClientStatus {
00056     STATUS_INACTIVE,      
00057     STATUS_NEWGRFS_CHECK, 
00058     STATUS_AUTH_GAME,     
00059     STATUS_AUTH_COMPANY,  
00060     STATUS_AUTHORIZED,    
00061     STATUS_MAP_WAIT,      
00062     STATUS_MAP,           
00063     STATUS_DONE_MAP,      
00064     STATUS_PRE_ACTIVE,    
00065     STATUS_ACTIVE,        
00066     STATUS_END            
00067   };
00068 
00069   byte lag_test;               
00070   byte last_token;             
00071   uint32 last_token_frame;     
00072   ClientStatus status;         
00073   CommandQueue outgoing_queue; 
00074   int receive_limit;           
00075 
00076   Packet *savegame_packets;      
00077   struct PacketWriter *savegame; 
00078   ThreadMutex *savegame_mutex;   
00079 
00080   ServerNetworkGameSocketHandler(SOCKET s);
00081   ~ServerNetworkGameSocketHandler();
00082 
00083   virtual Packet *ReceivePacket();
00084   virtual void SendPacket(Packet *packet);
00085   NetworkRecvStatus CloseConnection(NetworkRecvStatus status);
00086   void GetClientName(char *client_name, size_t size) const;
00087 
00088   NetworkRecvStatus SendMap();
00089   NetworkRecvStatus SendErrorQuit(ClientID client_id, NetworkErrorCode errorno);
00090   NetworkRecvStatus SendQuit(ClientID client_id);
00091   NetworkRecvStatus SendShutdown();
00092   NetworkRecvStatus SendNewGame();
00093   NetworkRecvStatus SendRConResult(uint16 colour, const char *command);
00094   NetworkRecvStatus SendMove(ClientID client_id, CompanyID company_id);
00095 
00096   NetworkRecvStatus SendClientInfo(NetworkClientInfo *ci);
00097   NetworkRecvStatus SendError(NetworkErrorCode error);
00098   NetworkRecvStatus SendChat(NetworkAction action, ClientID client_id, bool self_send, const char *msg, int64 data);
00099   NetworkRecvStatus SendJoin(ClientID client_id);
00100   NetworkRecvStatus SendFrame();
00101   NetworkRecvStatus SendSync();
00102   NetworkRecvStatus SendCommand(const CommandPacket *cp);
00103   NetworkRecvStatus SendCompanyUpdate();
00104   NetworkRecvStatus SendConfigUpdate();
00105 
00106   static void Send();
00107   static void AcceptConnection(SOCKET s, const NetworkAddress &address);
00108   static bool AllowConnection();
00109 
00114   static const char *GetName()
00115   {
00116     return "server";
00117   }
00118 };
00119 
00120 void NetworkServer_Tick(bool send_frame);
00121 void NetworkServerSetCompanyPassword(CompanyID company_id, const char *password, bool already_hashed = true);
00122 
00123 #define FOR_ALL_CLIENT_SOCKETS_FROM(var, start) FOR_ALL_ITEMS_FROM(NetworkClientSocket, clientsocket_index, var, start)
00124 #define FOR_ALL_CLIENT_SOCKETS(var) FOR_ALL_CLIENT_SOCKETS_FROM(var, 0)
00125 
00126 #else /* ENABLE_NETWORK */
00127 /* Network function stubs when networking is disabled */
00128 
00129 static inline void NetworkServerMonthlyLoop() {}
00130 static inline void NetworkServerYearlyLoop() {}
00131 
00132 #endif /* ENABLE_NETWORK */
00133 
00134 #endif /* NETWORK_SERVER_H */

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