Go to the documentation of this file.00001
00002
00003
00004
00005
00006
00007
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
00144
00145
00146 static inline void NetworkServerMonthlyLoop() {}
00147 static inline void NetworkServerYearlyLoop() {}
00148
00149 #endif
00150
00151 #endif