Class for handling the server side of the game connection. More...
#include <network_server.h>
Public Types | |
enum | ClientStatus { STATUS_INACTIVE, STATUS_NEWGRFS_CHECK, STATUS_AUTH_GAME, STATUS_AUTH_COMPANY, STATUS_AUTHORIZED, STATUS_MAP_WAIT, STATUS_MAP, STATUS_DONE_MAP, STATUS_PRE_ACTIVE, STATUS_ACTIVE, STATUS_END } |
Status of a client. More... | |
Public Member Functions | |
ServerNetworkGameSocketHandler (SOCKET s) | |
Create a new socket for the server side of the game connection. | |
~ServerNetworkGameSocketHandler () | |
Clear everything related to this client. | |
virtual Packet * | ReceivePacket () |
Receives a packet for the given client. | |
virtual void | SendPacket (Packet *packet) |
This function puts the packet in the send-queue and it is send as soon as possible. | |
NetworkRecvStatus | CloseConnection (NetworkRecvStatus status) |
void | GetClientName (char *client_name, size_t size) const |
Get the name of the client, if the user did not send it yet, Client #<no> is used. | |
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 () |
const char * | GetClientIP () |
Get the IP address/hostname of the connected client. | |
Static Public Member Functions | |
static void | Send () |
Send the packets for the server sockets. | |
static void | AcceptConnection (SOCKET s, const NetworkAddress &address) |
static bool | AllowConnection () |
Whether an connection is allowed or not at this moment. | |
static const char * | GetName () |
Get the name used by the listener. | |
static ServerNetworkGameSocketHandler * | GetByClientID (ClientID client_id) |
Data Fields | |
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. | |
Packet * | savegame_packets |
Packet queue of the savegame; send these "slowly" to the client. | |
struct PacketWriter * | savegame |
Writer used to write the savegame. | |
ThreadMutex * | savegame_mutex |
Mutex for making threaded saving safe. | |
NetworkAddress | client_address |
IP-address of the client (so he can be banned). | |
Protected Member Functions | |
DECLARE_GAME_RECEIVE_COMMAND (PACKET_CLIENT_JOIN) | |
Try to join the server: string OpenTTD revision (norev000 if no revision). | |
DECLARE_GAME_RECEIVE_COMMAND (PACKET_CLIENT_COMPANY_INFO) | |
Request company information (in detail). | |
DECLARE_GAME_RECEIVE_COMMAND (PACKET_CLIENT_GAME_PASSWORD) | |
Send a password to the server to authorize: uint8 Password type (see NetworkPasswordType). | |
DECLARE_GAME_RECEIVE_COMMAND (PACKET_CLIENT_COMPANY_PASSWORD) | |
Send a password to the server to authorize uint8 Password type (see NetworkPasswordType). | |
DECLARE_GAME_RECEIVE_COMMAND (PACKET_CLIENT_GETMAP) | |
Request the map from the server. | |
DECLARE_GAME_RECEIVE_COMMAND (PACKET_CLIENT_MAP_OK) | |
Tell the server that we are done receiving/loading the map. | |
DECLARE_GAME_RECEIVE_COMMAND (PACKET_CLIENT_ACK) | |
Tell the server we are done with this frame: uint32 Current frame counter of the client. | |
DECLARE_GAME_RECEIVE_COMMAND (PACKET_CLIENT_COMMAND) | |
Send a DoCommand to the Server: uint8 ID of the company (0..MAX_COMPANIES-1). | |
DECLARE_GAME_RECEIVE_COMMAND (PACKET_CLIENT_CHAT) | |
Sends a chat-packet to the server: uint8 ID of the action (see NetworkAction). | |
DECLARE_GAME_RECEIVE_COMMAND (PACKET_CLIENT_SET_PASSWORD) | |
Set the password for the clients current company: string The password. | |
DECLARE_GAME_RECEIVE_COMMAND (PACKET_CLIENT_SET_NAME) | |
Gives the client a new name: string New name of the client. | |
DECLARE_GAME_RECEIVE_COMMAND (PACKET_CLIENT_QUIT) | |
The client is quiting the game. | |
DECLARE_GAME_RECEIVE_COMMAND (PACKET_CLIENT_ERROR) | |
The client made an error and is quiting the game. | |
DECLARE_GAME_RECEIVE_COMMAND (PACKET_CLIENT_RCON) | |
Send an RCon command to the server: string RCon password. | |
DECLARE_GAME_RECEIVE_COMMAND (PACKET_CLIENT_NEWGRFS_CHECKED) | |
Tell the server that we have the required GRFs. | |
DECLARE_GAME_RECEIVE_COMMAND (PACKET_CLIENT_MOVE) | |
Request the server to move this client into another company: uint8 ID of the company the client wants to join. | |
NetworkRecvStatus | SendCompanyInfo () |
NetworkRecvStatus | SendNewGRFCheck () |
NetworkRecvStatus | SendWelcome () |
NetworkRecvStatus | SendWait () |
NetworkRecvStatus | SendNeedGamePassword () |
NetworkRecvStatus | SendNeedCompanyPassword () |
Class for handling the server side of the game connection.
Definition at line 27 of file network_server.h.
Status of a client.
Definition at line 55 of file network_server.h.
ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler | ( | SOCKET | s | ) |
Create a new socket for the server side of the game connection.
s | The socket to connect with. |
Definition at line 154 of file network_server.cpp.
References _network_client_id, _settings_client, NetworkSettings::bytes_per_frame_burst, NetworkGameSocketHandler::client_id, Pool< Titem, Tindex, Tgrowth_step, Tmax_size, Tcache, Tzero >::MAX_SIZE, ClientSettings::network, receive_limit, status, and STATUS_INACTIVE.
bool ServerNetworkGameSocketHandler::AllowConnection | ( | ) | [static] |
Whether an connection is allowed or not at this moment.
Definition at line 265 of file network_server.cpp.
References _settings_client, Pool< Titem, Tindex, Tgrowth_step, Tmax_size, Tcache, Tzero >::PoolItem<&_networkclientsocket_pool >::CanAllocateItem(), NetworkServerGameInfo::clients_on, NetworkSettings::max_clients, MAX_CLIENTS, Pool< Titem, Tindex, Tgrowth_step, Tmax_size, Tcache, Tzero >::MAX_SIZE, and ClientSettings::network.
ServerNetworkGameSocketHandler::DECLARE_GAME_RECEIVE_COMMAND | ( | PACKET_CLIENT_MOVE | ) | [protected] |
Request the server to move this client into another company: uint8 ID of the company the client wants to join.
string Password, if the company is password protected.
Reimplemented from NetworkGameSocketHandler.
ServerNetworkGameSocketHandler::DECLARE_GAME_RECEIVE_COMMAND | ( | PACKET_CLIENT_RCON | ) | [protected] |
Send an RCon command to the server: string RCon password.
string Command to be executed.
Reimplemented from NetworkGameSocketHandler.
ServerNetworkGameSocketHandler::DECLARE_GAME_RECEIVE_COMMAND | ( | PACKET_CLIENT_ERROR | ) | [protected] |
The client made an error and is quiting the game.
uint8 Error of the code caused (see NetworkErrorCode).
Reimplemented from NetworkGameSocketHandler.
ServerNetworkGameSocketHandler::DECLARE_GAME_RECEIVE_COMMAND | ( | PACKET_CLIENT_CHAT | ) | [protected] |
Sends a chat-packet to the server: uint8 ID of the action (see NetworkAction).
uint8 ID of the destination type (see DestType). uint32 ID of the client or company (destination of the chat). string Message (max NETWORK_CHAT_LENGTH). uint64 data (used e.g. for 'give money' actions).
Reimplemented from NetworkGameSocketHandler.
ServerNetworkGameSocketHandler::DECLARE_GAME_RECEIVE_COMMAND | ( | PACKET_CLIENT_COMMAND | ) | [protected] |
Send a DoCommand to the Server: uint8 ID of the company (0..MAX_COMPANIES-1).
uint32 ID of the command (see command.h). uint32 P1 (free variables used in DoCommand). uint32 P2 uint32 Tile where this is taking place. string Text. uint8 ID of the callback.
Reimplemented from NetworkGameSocketHandler.
ServerNetworkGameSocketHandler::DECLARE_GAME_RECEIVE_COMMAND | ( | PACKET_CLIENT_ACK | ) | [protected] |
Tell the server we are done with this frame: uint32 Current frame counter of the client.
uint8 The random token that the server sent in the PACKET_SERVER_FRAME packet.
Reimplemented from NetworkGameSocketHandler.
ServerNetworkGameSocketHandler::DECLARE_GAME_RECEIVE_COMMAND | ( | PACKET_CLIENT_GETMAP | ) | [protected] |
Request the map from the server.
uint32 NewGRF version (release versions of OpenTTD only).
Reimplemented from NetworkGameSocketHandler.
ServerNetworkGameSocketHandler::DECLARE_GAME_RECEIVE_COMMAND | ( | PACKET_CLIENT_COMPANY_PASSWORD | ) | [protected] |
Send a password to the server to authorize uint8 Password type (see NetworkPasswordType).
string The password.
Reimplemented from NetworkGameSocketHandler.
ServerNetworkGameSocketHandler::DECLARE_GAME_RECEIVE_COMMAND | ( | PACKET_CLIENT_GAME_PASSWORD | ) | [protected] |
Send a password to the server to authorize: uint8 Password type (see NetworkPasswordType).
string The password.
Reimplemented from NetworkGameSocketHandler.
ServerNetworkGameSocketHandler::DECLARE_GAME_RECEIVE_COMMAND | ( | PACKET_CLIENT_JOIN | ) | [protected] |
Try to join the server: string OpenTTD revision (norev000 if no revision).
string Name of the client (max NETWORK_NAME_LENGTH). uint8 ID of the company to play as (1..MAX_COMPANIES). uint8 ID of the clients Language.
Reimplemented from NetworkGameSocketHandler.
const char * ServerNetworkGameSocketHandler::GetClientIP | ( | ) |
Get the IP address/hostname of the connected client.
Definition at line 1814 of file network_server.cpp.
References client_address, and NetworkAddress::GetHostname().
void ServerNetworkGameSocketHandler::GetClientName | ( | char * | client_name, | |
size_t | size | |||
) | const |
Get the name of the client, if the user did not send it yet, Client #<no> is used.
client_name | The variable to write the name to. | |
size | The amount of bytes we can write. |
Definition at line 1967 of file network_server.cpp.
References NetworkClientInfo::client_name, StrEmpty(), and ttd_strlcpy().
static const char* ServerNetworkGameSocketHandler::GetName | ( | ) | [inline, static] |
Get the name used by the listener.
Definition at line 115 of file network_server.h.
Packet * ServerNetworkGameSocketHandler::ReceivePacket | ( | ) | [virtual] |
Receives a packet for the given client.
status | the variable to store the status into |
Reimplemented from NetworkTCPSocketHandler.
Definition at line 194 of file network_server.cpp.
References receive_limit, and Packet::size.
void ServerNetworkGameSocketHandler::Send | ( | ) | [static] |
Send the packets for the server sockets.
Definition at line 278 of file network_server.cpp.
References SPS_CLOSED, and STATUS_MAP.
void ServerNetworkGameSocketHandler::SendPacket | ( | Packet * | packet | ) | [virtual] |
This function puts the packet in the send-queue and it is send as soon as possible.
This is the next tick, or maybe one tick later if the OS-network-buffer is full)
packet | the packet to send |
Reimplemented from NetworkTCPSocketHandler.
Definition at line 207 of file network_server.cpp.
References ThreadMutex::BeginCritical(), ThreadMutex::EndCritical(), and savegame_mutex.