network_client.h

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00001 /* $Id: network_client.h 21397 2010-12-05 14:44:31Z 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_CLIENT_H
00013 #define NETWORK_CLIENT_H
00014 
00015 #ifdef ENABLE_NETWORK
00016 
00017 #include "network_internal.h"
00018 
00020 class ClientNetworkGameSocketHandler : public ZeroedMemoryAllocator, public NetworkGameSocketHandler {
00021 private:
00022   struct PacketReader *savegame; 
00023   byte token;                    
00024 
00026   enum ServerStatus {
00027     STATUS_INACTIVE,      
00028     STATUS_COMPANY_INFO,  
00029     STATUS_JOIN,          
00030     STATUS_NEWGRFS_CHECK, 
00031     STATUS_AUTH_GAME,     
00032     STATUS_AUTH_COMPANY,  
00033     STATUS_AUTHORIZED,    
00034     STATUS_MAP_WAIT,      
00035     STATUS_MAP,           
00036     STATUS_ACTIVE,        
00037     STATUS_END            
00038   };
00039 
00040   ServerStatus status; 
00041 
00042 protected:
00043   friend void NetworkExecuteLocalCommandQueue();
00044   friend void NetworkClose(bool close_admins);
00045   static ClientNetworkGameSocketHandler *my_client;
00046 
00047   DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FULL);
00048   DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_BANNED);
00049   DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR);
00050   DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO);
00051   DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO);
00052   DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD);
00053   DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD);
00054   DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WELCOME);
00055   DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WAIT);
00056   DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_BEGIN);
00057   DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_SIZE);
00058   DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_DATA);
00059   DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_DONE);
00060   DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_JOIN);
00061   DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FRAME);
00062   DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SYNC);
00063   DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMMAND);
00064   DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHAT);
00065   DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_QUIT);
00066   DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT);
00067   DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN);
00068   DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME);
00069   DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_RCON);
00070   DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHECK_NEWGRFS);
00071   DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MOVE);
00072   DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE);
00073   DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE);
00074 
00075   static NetworkRecvStatus SendNewGRFsOk();
00076   static NetworkRecvStatus SendGetMap();
00077   static NetworkRecvStatus SendMapOk();
00078   void CheckConnection();
00079 public:
00080   ClientNetworkGameSocketHandler(SOCKET s);
00081   ~ClientNetworkGameSocketHandler();
00082 
00083   NetworkRecvStatus CloseConnection(NetworkRecvStatus status);
00084   void ClientError(NetworkRecvStatus res);
00085 
00086   static NetworkRecvStatus SendCompanyInformationQuery();
00087 
00088   static NetworkRecvStatus SendJoin();
00089   static NetworkRecvStatus SendCommand(const CommandPacket *cp);
00090   static NetworkRecvStatus SendError(NetworkErrorCode errorno);
00091   static NetworkRecvStatus SendQuit();
00092   static NetworkRecvStatus SendAck();
00093 
00094   static NetworkRecvStatus SendGamePassword(const char *password);
00095   static NetworkRecvStatus SendCompanyPassword(const char *password);
00096 
00097   static NetworkRecvStatus SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data);
00098   static NetworkRecvStatus SendSetPassword(const char *password);
00099   static NetworkRecvStatus SendSetName(const char *name);
00100   static NetworkRecvStatus SendRCon(const char *password, const char *command);
00101   static NetworkRecvStatus SendMove(CompanyID company, const char *password);
00102 
00103   static void Send();
00104   static bool Receive();
00105   static bool GameLoop();
00106 };
00107 
00108 typedef ClientNetworkGameSocketHandler MyClient;
00109 
00110 void NetworkClient_Connected();
00111 
00112 extern CompanyID _network_join_as;
00113 
00114 extern const char *_network_join_server_password;
00115 extern const char *_network_join_company_password;
00116 
00117 #endif /* ENABLE_NETWORK */
00118 
00119 #endif /* NETWORK_CLIENT_H */

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