(svn r20924) -Codechange: make the game connection packet handling look more like UDP/content packet handling
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@@ -27,7 +27,7 @@
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* it protects old clients from joining newer servers
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* (because SERVER_ERROR is the respond to a wrong revision)
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*/
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enum TCPPacketType {
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enum PacketGameType {
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PACKET_SERVER_FULL,
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PACKET_SERVER_BANNED,
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PACKET_CLIENT_JOIN,
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@@ -113,12 +113,59 @@ typedef NetworkGameSocketHandler NetworkClientSocket;
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typedef Pool<NetworkClientSocket, ClientIndex, 8, MAX_CLIENT_SLOTS> NetworkClientSocketPool;
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extern NetworkClientSocketPool _networkclientsocket_pool;
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#define DECLARE_GAME_RECEIVE_COMMAND(type) virtual NetworkRecvStatus NetworkPacketReceive_## type ##_command(Packet *p)
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#define DEF_GAME_RECEIVE_COMMAND(cls, type) NetworkRecvStatus cls ##NetworkGameSocketHandler::NetworkPacketReceive_ ## type ## _command(Packet *p)
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/** Base socket handler for all TCP sockets */
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class NetworkGameSocketHandler : public NetworkClientSocketPool::PoolItem<&_networkclientsocket_pool>, public NetworkTCPSocketHandler {
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/* TODO: rewrite into a proper class */
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private:
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NetworkClientInfo *info; ///< Client info related to this socket
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protected:
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FULL);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_BANNED);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_JOIN);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GAME_PASSWORD);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WELCOME);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WAIT);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_JOIN);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FRAME);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SYNC);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ACK);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMMAND);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_CHAT);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHAT);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_QUIT);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ERROR);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_QUIT);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_RCON);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_RCON);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHECK_NEWGRFS);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MOVE);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MOVE);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE);
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DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE);
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NetworkRecvStatus HandlePacket(Packet *p);
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NetworkGameSocketHandler(SOCKET s);
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public:
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ClientID client_id; ///< Client identifier
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@@ -137,6 +184,8 @@ public:
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inline void SetInfo(NetworkClientInfo *info) { assert(info != NULL && this->info == NULL); this->info = info; }
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inline NetworkClientInfo *GetInfo() const { return this->info; }
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NetworkRecvStatus Recv_Packets();
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const char *Recv_Command(Packet *p, CommandPacket *cp);
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void Send_Command(Packet *p, const CommandPacket *cp);
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};
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