OpenTTD
Public Types | Public Member Functions | Static Public Member Functions | Data Fields | Protected Member Functions
ServerNetworkGameSocketHandler Class Reference

Class for handling the server side of the game connection. More...

#include <network_server.h>

Inheritance diagram for ServerNetworkGameSocketHandler:
Pool< Titem, Tindex, Tgrowth_step, Tmax_size, Tpool_type, Tcache, Tzero >::PoolItem<&_networkclientsocket_pool > NetworkGameSocketHandler TCPListenHandler< ServerNetworkGameSocketHandler, PACKET_SERVER_FULL, PACKET_SERVER_BANNED > NetworkTCPSocketHandler NetworkSocketHandler

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 PacketReceivePacket ()
 Receives a packet for the given client.
NetworkRecvStatus CloseConnection (NetworkRecvStatus status)
 Close the network connection due to the given status.
void GetClientName (char *client_name, const char *last) const
 Get the name of the client, if the user did not send it yet, Client #<no> is used.
NetworkRecvStatus SendMap ()
 This sends the map to the client.
NetworkRecvStatus SendErrorQuit (ClientID client_id, NetworkErrorCode errorno)
 Tell the client another client quit with an error.
NetworkRecvStatus SendQuit (ClientID client_id)
 Tell the client another client quit.
NetworkRecvStatus SendShutdown ()
 Tell the client we're shutting down.
NetworkRecvStatus SendNewGame ()
 Tell the client we're starting a new game.
NetworkRecvStatus SendRConResult (uint16 colour, const char *command)
 Send the result of a console action.
NetworkRecvStatus SendMove (ClientID client_id, CompanyID company_id)
 Tell that a client moved to another company.
NetworkRecvStatus SendClientInfo (NetworkClientInfo *ci)
 Send the client information about a client.
NetworkRecvStatus SendError (NetworkErrorCode error)
 Send an error to the client, and close its connection.
NetworkRecvStatus SendChat (NetworkAction action, ClientID client_id, bool self_send, const char *msg, int64 data)
 Send a chat message.
NetworkRecvStatus SendJoin (ClientID client_id)
 Tell that a client joined.
NetworkRecvStatus SendFrame ()
 Tell the client that they may run to a particular frame.
NetworkRecvStatus SendSync ()
 Request the client to sync.
NetworkRecvStatus SendCommand (const CommandPacket *cp)
 Send a command to the client to execute.
NetworkRecvStatus SendCompanyUpdate ()
 Send an update about the company password states.
NetworkRecvStatus SendConfigUpdate ()
 Send an update about the max company/spectator counts.
const char * GetClientIP ()
 Get the IP address/hostname of the connected client.
- Public Member Functions inherited from Pool< Titem, Tindex, Tgrowth_step, Tmax_size, Tpool_type, Tcache, Tzero >::PoolItem<&_networkclientsocket_pool >
void * operator new (size_t size)
 Allocates space for new Titem.
void * operator new (size_t size, size_t index)
 Allocates space for new Titem with given index.
void * operator new (size_t size, void *ptr)
 Allocates space for new Titem at given memory address.
void operator delete (void *p)
 Marks Titem as free.
- Public Member Functions inherited from NetworkGameSocketHandler
NetworkRecvStatus CloseConnection (bool error=true)
 Functions to help ReceivePacket/SendPacket a bit A socket can make errors.
void SetInfo (NetworkClientInfo *info)
 Sets the client info for this socket handler.
NetworkClientInfoGetInfo () const
 Gets the client info of this socket handler.
NetworkRecvStatus ReceivePackets ()
 Do the actual receiving of packets.
const char * ReceiveCommand (Packet *p, CommandPacket *cp)
 Receives a command from the network.
void SendCommand (Packet *p, const CommandPacket *cp)
 Sends a command over the network.
- Public Member Functions inherited from NetworkTCPSocketHandler
bool IsConnected () const
 Whether this socket is currently bound to a socket.
virtual void SendPacket (Packet *packet)
 This function puts the packet in the send-queue and it is send as soon as possible.
SendPacketsState SendPackets (bool closing_down=false)
 Sends all the buffered packets out for this client.
bool CanSendReceive ()
 Check whether this socket can send or receive something.
bool HasSendQueue ()
 Whether there is something pending in the send queue.
 NetworkTCPSocketHandler (SOCKET s=INVALID_SOCKET)
 Construct a socket handler for a TCP connection.
- Public Member Functions inherited from NetworkSocketHandler
 NetworkSocketHandler ()
 Create a new unbound socket.
virtual ~NetworkSocketHandler ()
 Close the socket when destructing the socket handler.
virtual void Close ()
 Really close the socket.
bool HasClientQuit () const
 Whether the current client connected to the socket has quit.
void Reopen ()
 Reopen the socket so we can send/receive stuff again.
void SendGRFIdentifier (Packet *p, const GRFIdentifier *grf)
 Serializes the GRFIdentifier (GRF ID and MD5 checksum) to the packet.
void ReceiveGRFIdentifier (Packet *p, GRFIdentifier *grf)
 Deserializes the GRFIdentifier (GRF ID and MD5 checksum) from the packet.
void SendCompanyInformation (Packet *p, const struct Company *c, const struct NetworkCompanyStats *stats, uint max_len=NETWORK_COMPANY_NAME_LENGTH)
 Package some generic company information into a packet.

Static Public Member Functions

static void Send ()
 Send the packets for the server sockets.
static void AcceptConnection (SOCKET s, const NetworkAddress &address)
 Handle the accepting of a connection to the server.
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)
 Return the client state given it's client-identifier.
- Static Public Member Functions inherited from Pool< Titem, Tindex, Tgrowth_step, Tmax_size, Tpool_type, Tcache, Tzero >::PoolItem<&_networkclientsocket_pool >
static bool CanAllocateItem (size_t n=1)
 Helper functions so we can use PoolItem::Function() instead of _poolitem_pool.Function()
static bool CleaningPool ()
 Returns current state of pool cleaning - yes or no.
static bool IsValidID (size_t index)
 Tests whether given index can be used to get valid (non-NULL) Titem.
static Titem * Get (size_t index)
 Returns Titem with given index.
static Titem * GetIfValid (size_t index)
 Returns Titem with given index.
static size_t GetPoolSize ()
 Returns first unused index.
static size_t GetNumItems ()
 Returns number of valid items in the pool.
static void PostDestructor (size_t index)
 Dummy function called after destructor of each member.
- Static Public Member Functions inherited from TCPListenHandler< ServerNetworkGameSocketHandler, PACKET_SERVER_FULL, PACKET_SERVER_BANNED >
static void AcceptClient (SOCKET ls)
 Accepts clients from the sockets.
static bool Receive ()
 Handle the receiving of packets.
static bool Listen (uint16 port)
 Listen on a particular port.
static void CloseListeners ()
 Close the sockets we're listening on.

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.
struct PacketWritersavegame
 Writer used to write the savegame.
NetworkAddress client_address
 IP-address of the client (so he can be banned)
- Data Fields inherited from Pool< Titem, Tindex, Tgrowth_step, Tmax_size, Tpool_type, Tcache, Tzero >::PoolItem<&_networkclientsocket_pool >
Tindex index
 Index of this pool item.
- Data Fields inherited from NetworkGameSocketHandler
ClientID client_id
 Client identifier.
uint32 last_frame
 Last frame we have executed.
uint32 last_frame_server
 Last frame the server has executed.
CommandQueue incoming_queue
 The command-queue awaiting handling.
uint last_packet
 Time we received the last frame.
- Data Fields inherited from NetworkTCPSocketHandler
SOCKET sock
 The socket currently connected to.
bool writable
 Can we write to this socket?

Protected Member Functions

virtual NetworkRecvStatus Receive_CLIENT_JOIN (Packet *p)
 Try to join the server: string OpenTTD revision (norev000 if no revision).
virtual NetworkRecvStatus Receive_CLIENT_COMPANY_INFO (Packet *p)
 Request company information (in detail).
virtual NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD (Packet *p)
 Send a password to the server to authorize: uint8 Password type (see NetworkPasswordType).
virtual NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD (Packet *p)
 Send a password to the server to authorize uint8 Password type (see NetworkPasswordType).
virtual NetworkRecvStatus Receive_CLIENT_GETMAP (Packet *p)
 Request the map from the server.
virtual NetworkRecvStatus Receive_CLIENT_MAP_OK (Packet *p)
 Tell the server that we are done receiving/loading the map.
virtual NetworkRecvStatus Receive_CLIENT_ACK (Packet *p)
 Tell the server we are done with this frame: uint32 Current frame counter of the client.
virtual NetworkRecvStatus Receive_CLIENT_COMMAND (Packet *p)
 The client has done a command and wants us to handle it.
virtual NetworkRecvStatus Receive_CLIENT_CHAT (Packet *p)
 Sends a chat-packet to the server: uint8 ID of the action (see NetworkAction).
virtual NetworkRecvStatus Receive_CLIENT_SET_PASSWORD (Packet *p)
 Set the password for the clients current company: string The password.
virtual NetworkRecvStatus Receive_CLIENT_SET_NAME (Packet *p)
 Gives the client a new name: string New name of the client.
virtual NetworkRecvStatus Receive_CLIENT_QUIT (Packet *p)
 The client is quitting the game.
virtual NetworkRecvStatus Receive_CLIENT_ERROR (Packet *p)
 The client made an error and is quitting the game.
virtual NetworkRecvStatus Receive_CLIENT_RCON (Packet *p)
 Send an RCon command to the server: string RCon password.
virtual NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED (Packet *p)
 Tell the server that we have the required GRFs.
virtual NetworkRecvStatus Receive_CLIENT_MOVE (Packet *p)
 Request the server to move this client into another company: uint8 ID of the company the client wants to join.
NetworkRecvStatus SendCompanyInfo ()
 Send the client information about the companies.
NetworkRecvStatus SendNewGRFCheck ()
 Send the check for the NewGRFs.
NetworkRecvStatus SendWelcome ()
 Send the client a welcome message with some basic information.
NetworkRecvStatus SendWait ()
 Tell the client that its put in a waiting queue.
NetworkRecvStatus SendNeedGamePassword ()
 Request the game password.
NetworkRecvStatus SendNeedCompanyPassword ()
 Request the company password.
- Protected Member Functions inherited from NetworkGameSocketHandler
NetworkRecvStatus ReceiveInvalidPacket (PacketGameType type)
 Helper for logging receiving invalid packets.
virtual NetworkRecvStatus Receive_SERVER_FULL (Packet *p)
 Notification that the server is full.
virtual NetworkRecvStatus Receive_SERVER_BANNED (Packet *p)
 Notification that the client trying to join is banned.
virtual NetworkRecvStatus Receive_SERVER_ERROR (Packet *p)
 The client made an error: uint8 Error code caused (see NetworkErrorCode).
virtual NetworkRecvStatus Receive_SERVER_COMPANY_INFO (Packet *p)
 Sends information about the companies (one packet per company): uint8 Version of the structure of this packet (NETWORK_COMPANY_INFO_VERSION).
virtual NetworkRecvStatus Receive_SERVER_CLIENT_INFO (Packet *p)
 Send information about a client: uint32 ID of the client (always unique on a server.
virtual NetworkRecvStatus Receive_SERVER_NEED_GAME_PASSWORD (Packet *p)
 Indication to the client that the server needs a game password.
virtual NetworkRecvStatus Receive_SERVER_NEED_COMPANY_PASSWORD (Packet *p)
 Indication to the client that the server needs a company password: uint32 Generation seed.
virtual NetworkRecvStatus Receive_SERVER_WELCOME (Packet *p)
 The client is joined and ready to receive his map: uint32 Own client ID.
virtual NetworkRecvStatus Receive_SERVER_WAIT (Packet *p)
 Notification that another client is currently receiving the map: uint8 Number of clients waiting in front of you.
virtual NetworkRecvStatus Receive_SERVER_MAP_BEGIN (Packet *p)
 Sends that the server will begin with sending the map to the client: uint32 Current frame.
virtual NetworkRecvStatus Receive_SERVER_MAP_SIZE (Packet *p)
 Sends the size of the map to the client.
virtual NetworkRecvStatus Receive_SERVER_MAP_DATA (Packet *p)
 Sends the data of the map to the client: Contains a part of the map (until max size of packet).
virtual NetworkRecvStatus Receive_SERVER_MAP_DONE (Packet *p)
 Sends that all data of the map are sent to the client:
virtual NetworkRecvStatus Receive_SERVER_JOIN (Packet *p)
 A client joined (PACKET_CLIENT_MAP_OK), what usually directly follows is a PACKET_SERVER_CLIENT_INFO: uint32 ID of the client that just joined the game.
virtual NetworkRecvStatus Receive_SERVER_FRAME (Packet *p)
 Sends the current frame counter to the client: uint32 Frame counter uint32 Frame counter max (how far may the client walk before the server?) uint32 General seed 1 (dependent on compile settings, not default).
virtual NetworkRecvStatus Receive_SERVER_SYNC (Packet *p)
 Sends a sync-check to the client: uint32 Frame counter.
virtual NetworkRecvStatus Receive_SERVER_COMMAND (Packet *p)
 Sends a DoCommand to the client: uint8 ID of the company (0..MAX_COMPANIES-1).
virtual NetworkRecvStatus Receive_SERVER_CHAT (Packet *p)
 Sends a chat-packet to the client: uint8 ID of the action (see NetworkAction).
virtual NetworkRecvStatus Receive_SERVER_QUIT (Packet *p)
 Notification that a client left the game: uint32 ID of the client.
virtual NetworkRecvStatus Receive_SERVER_ERROR_QUIT (Packet *p)
 Inform all clients that one client made an error and thus has quit/been disconnected: uint32 ID of the client that caused the error.
virtual NetworkRecvStatus Receive_SERVER_SHUTDOWN (Packet *p)
 Let the clients know that the server is closing.
virtual NetworkRecvStatus Receive_SERVER_NEWGAME (Packet *p)
 Let the clients know that the server is loading a new map.
virtual NetworkRecvStatus Receive_SERVER_RCON (Packet *p)
 Send the result of an issues RCon command back to the client: uint16 Colour code.
virtual NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS (Packet *p)
 Sends information about all used GRFs to the client: uint8 Amount of GRFs (the following data is repeated this many times, i.e.
virtual NetworkRecvStatus Receive_SERVER_MOVE (Packet *p)
 Move a client from one company into another: uint32 ID of the client.
virtual NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE (Packet *p)
 Update the clients knowledge of which company is password protected: uint16 Bitwise representation of each company.
virtual NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE (Packet *p)
 Update the clients knowledge of the max settings: uint8 Maximum number of companies allowed.
NetworkRecvStatus HandlePacket (Packet *p)
 Handle the given packet, i.e.
 NetworkGameSocketHandler (SOCKET s)
 Create a new socket for the game connection.

Detailed Description

Class for handling the server side of the game connection.

Definition at line 29 of file network_server.h.

Member Enumeration Documentation

Status of a client.

Enumerator:
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).

Definition at line 57 of file network_server.h.

Constructor & Destructor Documentation

ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler ( SOCKET  s)

Member Function Documentation

void ServerNetworkGameSocketHandler::AcceptConnection ( SOCKET  s,
const NetworkAddress address 
)
static

Handle the accepting of a connection to the server.

Parameters
sThe socket of the new connection.
addressThe address of the peer.

Definition at line 507 of file network.cpp.

References client_address, ServerNetworkGameSocketHandler(), SetWindowDirty(), and WC_CLIENT_LIST.

bool ServerNetworkGameSocketHandler::AllowConnection ( )
static
NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection ( NetworkRecvStatus  status)
virtual
ServerNetworkGameSocketHandler * ServerNetworkGameSocketHandler::GetByClientID ( ClientID  client_id)
static

Return the client state given it's client-identifier.

Parameters
client_idthe ClientID to search for
Returns
return a pointer to the corresponding NetworkClientSocket struct or NULL when not found

Definition at line 142 of file network.cpp.

References FOR_ALL_CLIENT_SOCKETS.

Referenced by SendCompanyInfo().

const char * ServerNetworkGameSocketHandler::GetClientIP ( )

Get the IP address/hostname of the connected client.

Returns
The IP address.

Definition at line 1955 of file network_server.cpp.

References client_address, and NetworkAddress::GetHostname().

void ServerNetworkGameSocketHandler::GetClientName ( char *  client_name,
const char *  last 
) const

Get the name of the client, if the user did not send it yet, Client #<no> is used.

Parameters
client_nameThe variable to write the name to.
lastThe pointer to the last element of the destination buffer

Definition at line 2143 of file network_server.cpp.

References NetworkGameSocketHandler::client_id, NetworkClientInfo::client_name, NetworkGameSocketHandler::GetInfo(), seprintf(), strecpy(), and StrEmpty().

Referenced by CloseConnection(), Receive_CLIENT_ERROR(), Receive_CLIENT_MAP_OK(), Receive_CLIENT_QUIT(), and SendError().

static const char* ServerNetworkGameSocketHandler::GetName ( )
inlinestatic

Get the name used by the listener.

Returns
the name to show in debug logs and the like.

Definition at line 114 of file network_server.h.

NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK ( Packet p)
protectedvirtual

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.

Parameters
pThe packet that was just received.

Reimplemented from NetworkGameSocketHandler.

Definition at line 1212 of file network_server.cpp.

References _frame_counter, DAY_TICKS, IConsoleCmdExec(), NetworkGameSocketHandler::last_frame, NetworkGameSocketHandler::last_frame_server, last_token, last_token_frame, NETWORK_RECV_STATUS_OKAY, Packet::Recv_uint32(), Packet::Recv_uint8(), SendError(), status, STATUS_ACTIVE, STATUS_AUTHORIZED, and STATUS_PRE_ACTIVE.

NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_CHAT ( Packet p)
protectedvirtual

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).

Parameters
pThe packet that was just received.

Reimplemented from NetworkGameSocketHandler.

Definition at line 1380 of file network_server.cpp.

References CC_ERROR, NetworkClientInfo::client_id, NetworkGameSocketHandler::client_id, NetworkClientInfo::client_playas, NetworkGameSocketHandler::GetInfo(), IConsolePrintF(), Pool< Titem, Tindex, Tgrowth_step, Tmax_size, Tpool_type, Tcache, Tzero >::PoolItem<&_company_pool >::IsValidID(), NETWORK_CHAT_LENGTH, NETWORK_RECV_STATUS_OKAY, NetworkServerSendChat(), Packet::Recv_string(), Packet::Recv_uint32(), Packet::Recv_uint64(), Packet::Recv_uint8(), SendError(), status, and STATUS_PRE_ACTIVE.

NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND ( Packet p)
protectedvirtual
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_INFO ( Packet p)
protectedvirtual

Request company information (in detail).

Parameters
pThe packet that was just received.

Reimplemented from NetworkGameSocketHandler.

Definition at line 869 of file network_server.cpp.

References SendCompanyInfo().

NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD ( Packet p)
protectedvirtual

Send a password to the server to authorize uint8 Password type (see NetworkPasswordType).

string The password.

Parameters
pThe packet that was just received.

Reimplemented from NetworkGameSocketHandler.

Definition at line 996 of file network_server.cpp.

References _network_company_states, NetworkClientInfo::client_playas, NetworkGameSocketHandler::GetInfo(), Pool< Titem, Tindex, Tgrowth_step, Tmax_size, Tpool_type, Tcache, Tzero >::PoolItem<&_company_pool >::IsValidID(), NETWORK_PASSWORD_LENGTH, Packet::Recv_string(), SendError(), SendWelcome(), status, STATUS_AUTH_COMPANY, and StrEmpty().

NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR ( Packet p)
protectedvirtual

The client made an error and is quitting the game.

uint8 Error of the code caused (see NetworkErrorCode).

Parameters
pThe packet that was just received.

Reimplemented from NetworkGameSocketHandler.

Definition at line 1151 of file network_server.cpp.

References CC_DEFAULT, NetworkGameSocketHandler::client_id, CloseConnection(), DEBUG, FOR_ALL_CLIENT_SOCKETS, GetClientName(), GetNetworkErrorMsg(), NetworkSocketHandler::HasClientQuit(), lastof, NETWORK_CLIENT_NAME_LENGTH, NETWORK_RECV_STATUS_CONN_LOST, NetworkAdminClientError(), Packet::Recv_uint8(), and STATUS_AUTHORIZED.

NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD ( Packet p)
protectedvirtual
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP ( Packet p)
protectedvirtual

Request the map from the server.

uint32 NewGRF version (release versions of OpenTTD only).

Parameters
pThe packet that was just received.

Reimplemented from NetworkGameSocketHandler.

Definition at line 1018 of file network_server.cpp.

References FOR_ALL_CLIENT_SOCKETS, NetworkSocketHandler::HasClientQuit(), SendError(), SendMap(), SendWait(), status, STATUS_MAP, and STATUS_MAP_WAIT.

NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN ( Packet p)
protectedvirtual

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.

Parameters
pThe packet that was just received.

Reimplemented from NetworkGameSocketHandler.

Definition at line 895 of file network_server.cpp.

References _date, _date_fract, _grfconfig, _network_company_states, _settings_client, Pool< Titem, Tindex, Tgrowth_step, Tmax_size, Tpool_type, Tcache, Tzero >::PoolItem<&_networkclientinfo_pool >::CanAllocateItem(), NetworkGameSocketHandler::client_id, NetworkClientInfo::client_lang, NetworkClientInfo::client_name, NetworkClientInfo::client_playas, COMPANY_NEW_COMPANY, COMPANY_SPECTATOR, DEBUG, Pool< Titem, Tindex, Tgrowth_step, Tmax_size, Tpool_type, Tcache, Tzero >::PoolItem<&_company_pool >::GetNumItems(), NetworkSocketHandler::HasClientQuit(), Pool< Titem, Tindex, Tgrowth_step, Tmax_size, Tpool_type, Tcache, Tzero >::PoolItem< Tpool >::index, IsNetworkCompatibleVersion(), Company::IsValidHumanID(), Pool< Titem, Tindex, Tgrowth_step, Tmax_size, Tpool_type, Tcache, Tzero >::PoolItem<&_company_pool >::IsValidID(), NetworkClientInfo::join_date, lastof, NetworkSettings::max_companies, NetworkSettings::max_spectators, NetworkCompanyState::months_empty, ClientSettings::network, NETWORK_CLIENT_NAME_LENGTH, NETWORK_RECV_STATUS_CONN_LOST, NETWORK_REVISION_LENGTH, NetworkFindName(), Receive_CLIENT_NEWGRFS_CHECKED(), Packet::Recv_string(), Packet::Recv_uint32(), Packet::Recv_uint8(), SendError(), SendNewGRFCheck(), NetworkGameSocketHandler::SetInfo(), status, STATUS_INACTIVE, STATUS_NEWGRFS_CHECK, strecpy(), and StrEmpty().

NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK ( Packet p)
protectedvirtual
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE ( Packet p)
protectedvirtual

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.

Parameters
pThe packet that was just received.

Reimplemented from NetworkGameSocketHandler.

Definition at line 1480 of file network_server.cpp.

References _network_company_states, NetworkGameSocketHandler::client_id, COMPANY_SPECTATOR, DEBUG, Company::IsValidHumanID(), NETWORK_PASSWORD_LENGTH, NETWORK_RECV_STATUS_OKAY, NetworkServerDoMove(), Packet::Recv_string(), Packet::Recv_uint8(), SendError(), status, STATUS_ACTIVE, and StrEmpty().

NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED ( Packet p)
protectedvirtual
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT ( Packet p)
protectedvirtual
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_RCON ( Packet p)
protectedvirtual
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME ( Packet p)
protectedvirtual
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD ( Packet p)
protectedvirtual

Set the password for the clients current company: string The password.

Parameters
pThe packet that was just received.

Reimplemented from NetworkGameSocketHandler.

Definition at line 1412 of file network_server.cpp.

References NetworkClientInfo::client_playas, NetworkGameSocketHandler::GetInfo(), NETWORK_PASSWORD_LENGTH, NETWORK_RECV_STATUS_OKAY, NetworkServerSetCompanyPassword(), Packet::Recv_string(), SendError(), status, and STATUS_ACTIVE.

Packet * ServerNetworkGameSocketHandler::ReceivePacket ( )
virtual

Receives a packet for the given client.

Returns
The received packet (or NULL when it didn't receive one)

Reimplemented from NetworkTCPSocketHandler.

Definition at line 249 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 327 of file network_server.cpp.

References FOR_ALL_CLIENT_SOCKETS, SPS_CLOSED, and STATUS_MAP.

NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat ( NetworkAction  action,
ClientID  client_id,
bool  self_send,
const char *  msg,
int64  data 
)

Send a chat message.

Parameters
actionThe action associated with the message.
client_idThe origin of the chat message.
self_sendWhether we did send the message.
msgThe actual message.
dataArbitrary extra data.

Definition at line 751 of file network_server.cpp.

References NETWORK_RECV_STATUS_OKAY, PACKET_SERVER_CHAT, Packet::Send_bool(), Packet::Send_string(), Packet::Send_uint32(), Packet::Send_uint64(), Packet::Send_uint8(), NetworkTCPSocketHandler::SendPacket(), status, and STATUS_PRE_ACTIVE.

NetworkRecvStatus ServerNetworkGameSocketHandler::SendClientInfo ( NetworkClientInfo ci)
NetworkRecvStatus ServerNetworkGameSocketHandler::SendCommand ( const CommandPacket cp)

Send a command to the client to execute.

Parameters
cpThe command to send.

Definition at line 731 of file network_server.cpp.

References CommandPacket::frame, CommandPacket::my_cmd, NETWORK_RECV_STATUS_OKAY, PACKET_SERVER_COMMAND, Packet::Send_bool(), Packet::Send_uint32(), and NetworkTCPSocketHandler::SendPacket().

NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyInfo ( )
protected
NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyUpdate ( )

Send an update about the company password states.

Definition at line 844 of file network_server.cpp.

References _network_company_passworded, NETWORK_RECV_STATUS_OKAY, PACKET_SERVER_COMPANY_UPDATE, Packet::Send_uint16(), and NetworkTCPSocketHandler::SendPacket().

Referenced by Receive_CLIENT_MAP_OK().

NetworkRecvStatus ServerNetworkGameSocketHandler::SendConfigUpdate ( )
NetworkRecvStatus ServerNetworkGameSocketHandler::SendError ( NetworkErrorCode  error)
NetworkRecvStatus ServerNetworkGameSocketHandler::SendErrorQuit ( ClientID  client_id,
NetworkErrorCode  errorno 
)

Tell the client another client quit with an error.

Parameters
client_idThe client that quit.
errornoThe reason the client quit.

Definition at line 772 of file network_server.cpp.

References NETWORK_RECV_STATUS_OKAY, PACKET_SERVER_ERROR_QUIT, Packet::Send_uint32(), Packet::Send_uint8(), and NetworkTCPSocketHandler::SendPacket().

NetworkRecvStatus ServerNetworkGameSocketHandler::SendFrame ( )
NetworkRecvStatus ServerNetworkGameSocketHandler::SendJoin ( ClientID  client_id)

Tell that a client joined.

Parameters
client_idThe client that joined.

Definition at line 680 of file network_server.cpp.

References NETWORK_RECV_STATUS_OKAY, PACKET_SERVER_JOIN, Packet::Send_uint32(), and NetworkTCPSocketHandler::SendPacket().

NetworkRecvStatus ServerNetworkGameSocketHandler::SendMove ( ClientID  client_id,
CompanyID  company_id 
)

Tell that a client moved to another company.

Parameters
client_idThe client that moved.
company_idThe company the client moved to.

Definition at line 833 of file network_server.cpp.

References NETWORK_RECV_STATUS_OKAY, PACKET_SERVER_MOVE, Packet::Send_uint32(), Packet::Send_uint8(), and NetworkTCPSocketHandler::SendPacket().

NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedCompanyPassword ( )
protected
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedGamePassword ( )
protected
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGame ( )

Tell the client we're starting a new game.

Definition at line 806 of file network_server.cpp.

References NETWORK_RECV_STATUS_OKAY, PACKET_SERVER_NEWGAME, and NetworkTCPSocketHandler::SendPacket().

NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGRFCheck ( )
protected
NetworkRecvStatus ServerNetworkGameSocketHandler::SendQuit ( ClientID  client_id)

Tell the client another client quit.

Parameters
client_idThe client that quit.

Definition at line 787 of file network_server.cpp.

References NETWORK_RECV_STATUS_OKAY, PACKET_SERVER_QUIT, Packet::Send_uint32(), and NetworkTCPSocketHandler::SendPacket().

NetworkRecvStatus ServerNetworkGameSocketHandler::SendRConResult ( uint16  colour,
const char *  command 
)

Send the result of a console action.

Parameters
colourThe colour of the result.
commandThe command that was executed.

Definition at line 818 of file network_server.cpp.

References NETWORK_RECV_STATUS_OKAY, PACKET_SERVER_RCON, Packet::Send_string(), Packet::Send_uint16(), and NetworkTCPSocketHandler::SendPacket().

NetworkRecvStatus ServerNetworkGameSocketHandler::SendShutdown ( )

Tell the client we're shutting down.

Definition at line 798 of file network_server.cpp.

References NETWORK_RECV_STATUS_OKAY, PACKET_SERVER_SHUTDOWN, and NetworkTCPSocketHandler::SendPacket().

NetworkRecvStatus ServerNetworkGameSocketHandler::SendSync ( )
NetworkRecvStatus ServerNetworkGameSocketHandler::SendWait ( )
protected
NetworkRecvStatus ServerNetworkGameSocketHandler::SendWelcome ( )
protected

The documentation for this class was generated from the following files: