network_server.h

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00001 /* $Id: network_server.h 23595 2011-12-19 17:48:04Z 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;
00023 typedef ServerNetworkGameSocketHandler NetworkClientSocket;
00025 typedef Pool<NetworkClientSocket, ClientIndex, 8, MAX_CLIENT_SLOTS, PT_NCLIENT> NetworkClientSocketPool;
00026 extern NetworkClientSocketPool _networkclientsocket_pool;
00027 
00029 class ServerNetworkGameSocketHandler : public NetworkClientSocketPool::PoolItem<&_networkclientsocket_pool>, public NetworkGameSocketHandler, public TCPListenHandler<ServerNetworkGameSocketHandler, PACKET_SERVER_FULL, PACKET_SERVER_BANNED> {
00030 protected:
00031   virtual NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p);
00032   virtual NetworkRecvStatus Receive_CLIENT_COMPANY_INFO(Packet *p);
00033   virtual NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p);
00034   virtual NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p);
00035   virtual NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p);
00036   virtual NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet *p);
00037   virtual NetworkRecvStatus Receive_CLIENT_ACK(Packet *p);
00038   virtual NetworkRecvStatus Receive_CLIENT_COMMAND(Packet *p);
00039   virtual NetworkRecvStatus Receive_CLIENT_CHAT(Packet *p);
00040   virtual NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet *p);
00041   virtual NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet *p);
00042   virtual NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p);
00043   virtual NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p);
00044   virtual NetworkRecvStatus Receive_CLIENT_RCON(Packet *p);
00045   virtual NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet *p);
00046   virtual NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p);
00047 
00048   NetworkRecvStatus SendCompanyInfo();
00049   NetworkRecvStatus SendNewGRFCheck();
00050   NetworkRecvStatus SendWelcome();
00051   NetworkRecvStatus SendWait();
00052   NetworkRecvStatus SendNeedGamePassword();
00053   NetworkRecvStatus SendNeedCompanyPassword();
00054 
00055 public:
00057   enum ClientStatus {
00058     STATUS_INACTIVE,      
00059     STATUS_NEWGRFS_CHECK, 
00060     STATUS_AUTH_GAME,     
00061     STATUS_AUTH_COMPANY,  
00062     STATUS_AUTHORIZED,    
00063     STATUS_MAP_WAIT,      
00064     STATUS_MAP,           
00065     STATUS_DONE_MAP,      
00066     STATUS_PRE_ACTIVE,    
00067     STATUS_ACTIVE,        
00068     STATUS_END,           
00069   };
00070 
00071   byte lag_test;               
00072   byte last_token;             
00073   uint32 last_token_frame;     
00074   ClientStatus status;         
00075   CommandQueue outgoing_queue; 
00076   int receive_limit;           
00077 
00078   Packet *savegame_packets;      
00079   struct PacketWriter *savegame; 
00080   ThreadMutex *savegame_mutex;   
00081   NetworkAddress client_address; 
00082 
00083   ServerNetworkGameSocketHandler(SOCKET s);
00084   ~ServerNetworkGameSocketHandler();
00085 
00086   virtual Packet *ReceivePacket();
00087   virtual void SendPacket(Packet *packet);
00088   NetworkRecvStatus CloseConnection(NetworkRecvStatus status);
00089   void GetClientName(char *client_name, size_t size) const;
00090 
00091   NetworkRecvStatus SendMap();
00092   NetworkRecvStatus SendErrorQuit(ClientID client_id, NetworkErrorCode errorno);
00093   NetworkRecvStatus SendQuit(ClientID client_id);
00094   NetworkRecvStatus SendShutdown();
00095   NetworkRecvStatus SendNewGame();
00096   NetworkRecvStatus SendRConResult(uint16 colour, const char *command);
00097   NetworkRecvStatus SendMove(ClientID client_id, CompanyID company_id);
00098 
00099   NetworkRecvStatus SendClientInfo(NetworkClientInfo *ci);
00100   NetworkRecvStatus SendError(NetworkErrorCode error);
00101   NetworkRecvStatus SendChat(NetworkAction action, ClientID client_id, bool self_send, const char *msg, int64 data);
00102   NetworkRecvStatus SendJoin(ClientID client_id);
00103   NetworkRecvStatus SendFrame();
00104   NetworkRecvStatus SendSync();
00105   NetworkRecvStatus SendCommand(const CommandPacket *cp);
00106   NetworkRecvStatus SendCompanyUpdate();
00107   NetworkRecvStatus SendConfigUpdate();
00108 
00109   static void Send();
00110   static void AcceptConnection(SOCKET s, const NetworkAddress &address);
00111   static bool AllowConnection();
00112 
00117   static const char *GetName()
00118   {
00119     return "server";
00120   }
00121 
00122   const char *GetClientIP();
00123 
00124   static ServerNetworkGameSocketHandler *GetByClientID(ClientID client_id);
00125 };
00126 
00127 void NetworkServer_Tick(bool send_frame);
00128 void NetworkServerSetCompanyPassword(CompanyID company_id, const char *password, bool already_hashed = true);
00129 
00135 #define FOR_ALL_CLIENT_SOCKETS_FROM(var, start) FOR_ALL_ITEMS_FROM(NetworkClientSocket, clientsocket_index, var, start)
00136 
00141 #define FOR_ALL_CLIENT_SOCKETS(var) FOR_ALL_CLIENT_SOCKETS_FROM(var, 0)
00142 
00143 #else /* ENABLE_NETWORK */
00144 /* Network function stubs when networking is disabled */
00145 
00146 static inline void NetworkServerMonthlyLoop() {}
00147 static inline void NetworkServerYearlyLoop() {}
00148 
00149 #endif /* ENABLE_NETWORK */
00150 
00151 #endif /* NETWORK_SERVER_H */