(svn r20924) -Codechange: make the game connection packet handling look more like UDP/content packet handling

This commit is contained in:
rubidium
2010-10-15 13:47:37 +00:00
parent 8eb07d097e
commit 0ca7e4e82e
8 changed files with 387 additions and 303 deletions

View File

@@ -18,6 +18,7 @@
#include "../network.h"
#include "../network_internal.h"
#include "../../core/pool_func.hpp"
#include "../../debug.h"
#include "table/strings.h"
@@ -63,4 +64,147 @@ NetworkRecvStatus NetworkGameSocketHandler::CloseConnection(bool error)
return NetworkCloseClient(this, error ? NETWORK_RECV_STATUS_SERVER_ERROR : NETWORK_RECV_STATUS_CONN_LOST);
}
/**
* Defines a simple (switch) case for each network packet
* @param type the packet type to create the case for
*/
#define GAME_COMMAND(type) case type: return this->NetworkPacketReceive_ ## type ## _command(p); break;
/**
* Handle the given packet, i.e. pass it to the right parser receive command.
* @param p the packet to handle
* @return #NetworkRecvStatus of handling.
*/
NetworkRecvStatus NetworkClientSocket::HandlePacket(Packet *p)
{
PacketGameType type = (PacketGameType)p->Recv_uint8();
switch (this->HasClientQuit() ? PACKET_END : type) {
GAME_COMMAND(PACKET_SERVER_FULL)
GAME_COMMAND(PACKET_SERVER_BANNED)
GAME_COMMAND(PACKET_CLIENT_JOIN)
GAME_COMMAND(PACKET_SERVER_ERROR)
GAME_COMMAND(PACKET_CLIENT_COMPANY_INFO)
GAME_COMMAND(PACKET_SERVER_COMPANY_INFO)
GAME_COMMAND(PACKET_SERVER_CLIENT_INFO)
GAME_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD)
GAME_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD)
GAME_COMMAND(PACKET_CLIENT_GAME_PASSWORD)
GAME_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD)
GAME_COMMAND(PACKET_SERVER_WELCOME)
GAME_COMMAND(PACKET_CLIENT_GETMAP)
GAME_COMMAND(PACKET_SERVER_WAIT)
GAME_COMMAND(PACKET_SERVER_MAP)
GAME_COMMAND(PACKET_CLIENT_MAP_OK)
GAME_COMMAND(PACKET_SERVER_JOIN)
GAME_COMMAND(PACKET_SERVER_FRAME)
GAME_COMMAND(PACKET_SERVER_SYNC)
GAME_COMMAND(PACKET_CLIENT_ACK)
GAME_COMMAND(PACKET_CLIENT_COMMAND)
GAME_COMMAND(PACKET_SERVER_COMMAND)
GAME_COMMAND(PACKET_CLIENT_CHAT)
GAME_COMMAND(PACKET_SERVER_CHAT)
GAME_COMMAND(PACKET_CLIENT_SET_PASSWORD)
GAME_COMMAND(PACKET_CLIENT_SET_NAME)
GAME_COMMAND(PACKET_CLIENT_QUIT)
GAME_COMMAND(PACKET_CLIENT_ERROR)
GAME_COMMAND(PACKET_SERVER_QUIT)
GAME_COMMAND(PACKET_SERVER_ERROR_QUIT)
GAME_COMMAND(PACKET_SERVER_SHUTDOWN)
GAME_COMMAND(PACKET_SERVER_NEWGAME)
GAME_COMMAND(PACKET_SERVER_RCON)
GAME_COMMAND(PACKET_CLIENT_RCON)
GAME_COMMAND(PACKET_SERVER_CHECK_NEWGRFS)
GAME_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED)
GAME_COMMAND(PACKET_SERVER_MOVE)
GAME_COMMAND(PACKET_CLIENT_MOVE)
GAME_COMMAND(PACKET_SERVER_COMPANY_UPDATE)
GAME_COMMAND(PACKET_SERVER_CONFIG_UPDATE)
default:
this->CloseConnection();
if (this->HasClientQuit()) {
DEBUG(net, 0, "[tcp/game] received invalid packet type %d from client %d", type, this->client_id);
} else {
DEBUG(net, 0, "[tcp/game] received illegal packet from client %d", this->client_id);
}
return NETWORK_RECV_STATUS_MALFORMED_PACKET;
}
}
/**
* Do the actual receiving of packets.
* As long as HandlePacket returns OKAY packets are handled. Upon
* failure, or no more packets to process the last result of
* HandlePacket is returned.
* @return #NetworkRecvStatus of the last handled packet.
*/
NetworkRecvStatus NetworkClientSocket::Recv_Packets()
{
Packet *p;
while ((p = this->Recv_Packet()) != NULL) {
NetworkRecvStatus res = HandlePacket(p);
if (res != NETWORK_RECV_STATUS_OKAY) return res;
}
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Create stub implementations for all receive commands that only
* show a warning that the given command is not available for the
* socket where the packet came from.
* @param type the packet type to create the stub for
*/
#define DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(type) \
NetworkRecvStatus NetworkClientSocket::NetworkPacketReceive_## type ##_command(Packet *p) \
{ \
DEBUG(net, 0, "[tcp/game] received illegal packet type %d from client %d", \
type, this->client_id); \
return NETWORK_RECV_STATUS_MALFORMED_PACKET; \
}
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FULL)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_BANNED)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_JOIN)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GAME_PASSWORD)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WELCOME)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WAIT)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_JOIN)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FRAME)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SYNC)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ACK)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMMAND)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_CHAT)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHAT)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_QUIT)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ERROR)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_QUIT)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_RCON)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_RCON)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHECK_NEWGRFS)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MOVE)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MOVE)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE)
#endif /* ENABLE_NETWORK */