(svn r19607) -Codechange: use different packet types instead of packet subtypes

This commit is contained in:
smatz
2010-04-11 17:17:12 +00:00
parent d2dc3a2e2b
commit 11d6e21c3a
5 changed files with 132 additions and 81 deletions

View File

@@ -209,22 +209,39 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CHECK_NEWGRFS)(NetworkClientSocket *
return NETWORK_RECV_STATUS_OKAY;
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_NEED_PASSWORD)(NetworkClientSocket *cs, NetworkPasswordType type)
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_NEED_GAME_PASSWORD)(NetworkClientSocket *cs)
{
/*
* Packet: SERVER_NEED_PASSWORD
* Function: Indication to the client that the server needs a password
* Data:
* uint8: Type of password
* Packet: PACKET_SERVER_NEED_GAME_PASSWORD
* Function: Indication to the client that the server needs a game password
*/
/* Invalid packet when status is AUTH or higher */
if (cs->status >= STATUS_AUTH) return NetworkCloseClient(cs, NETWORK_RECV_STATUS_MALFORMED_PACKET);
/* Invalid packet when status is STATUS_AUTH_GAME or higher */
if (cs->status >= STATUS_AUTH_GAME) return NetworkCloseClient(cs, NETWORK_RECV_STATUS_MALFORMED_PACKET);
cs->status = STATUS_AUTHORIZING;
cs->status = STATUS_AUTH_GAME;
Packet *p = new Packet(PACKET_SERVER_NEED_PASSWORD);
p->Send_uint8(type);
Packet *p = new Packet(PACKET_SERVER_NEED_GAME_PASSWORD);
cs->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY;
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_NEED_COMPANY_PASSWORD)(NetworkClientSocket *cs)
{
/*
* Packet: PACKET_SERVER_NEED_COMPANY_PASSWORD
* Function: Indication to the client that the server needs a company password
* Data:
* uint32: Generation seed
* string: Network ID of the server
*/
/* Invalid packet when status is STATUS_AUTH_COMPANY or higher */
if (cs->status >= STATUS_AUTH_COMPANY) return NetworkCloseClient(cs, NETWORK_RECV_STATUS_MALFORMED_PACKET);
cs->status = STATUS_AUTH_COMPANY;
Packet *p = new Packet(PACKET_SERVER_NEED_COMPANY_PASSWORD);
p->Send_uint32(_settings_game.game_creation.generation_seed);
p->Send_string(_settings_client.network.network_id);
cs->Send_Packet(p);
@@ -647,11 +664,11 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED)
/* We now want a password from the client else we do not allow him in! */
if (!StrEmpty(_settings_client.network.server_password)) {
return SEND_COMMAND(PACKET_SERVER_NEED_PASSWORD)(cs, NETWORK_GAME_PASSWORD);
return SEND_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD)(cs);
}
if (Company::IsValidID(ci->client_playas) && !StrEmpty(_network_company_states[ci->client_playas].password)) {
return SEND_COMMAND(PACKET_SERVER_NEED_PASSWORD)(cs, NETWORK_COMPANY_PASSWORD);
return SEND_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD)(cs);
}
return SEND_COMMAND(PACKET_SERVER_WELCOME)(cs);
@@ -728,42 +745,47 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_JOIN)
return SEND_COMMAND(PACKET_SERVER_CHECK_NEWGRFS)(cs);
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_PASSWORD)
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_GAME_PASSWORD)
{
NetworkPasswordType type;
char password[NETWORK_PASSWORD_LENGTH];
const NetworkClientInfo *ci;
type = (NetworkPasswordType)p->Recv_uint8();
p->Recv_string(password, sizeof(password));
if (cs->status == STATUS_AUTHORIZING && type == NETWORK_GAME_PASSWORD) {
/* Check game-password */
if (strcmp(password, _settings_client.network.server_password) != 0) {
/* Password is invalid */
return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_PASSWORD);
}
ci = cs->GetInfo();
if (Company::IsValidID(ci->client_playas) && !StrEmpty(_network_company_states[ci->client_playas].password)) {
return SEND_COMMAND(PACKET_SERVER_NEED_PASSWORD)(cs, NETWORK_COMPANY_PASSWORD);
}
/* Valid password, allow user */
return SEND_COMMAND(PACKET_SERVER_WELCOME)(cs);
} else if (cs->status == STATUS_AUTHORIZING && type == NETWORK_COMPANY_PASSWORD) {
ci = cs->GetInfo();
if (strcmp(password, _network_company_states[ci->client_playas].password) != 0) {
/* Password is invalid */
return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_PASSWORD);
}
return SEND_COMMAND(PACKET_SERVER_WELCOME)(cs);
if (cs->status != STATUS_AUTH_GAME) {
return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
}
return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
char password[NETWORK_PASSWORD_LENGTH];
p->Recv_string(password, sizeof(password));
/* Check game password */
if (strcmp(password, _settings_client.network.server_password) != 0) {
/* Password is invalid */
return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_PASSWORD);
}
const NetworkClientInfo *ci = cs->GetInfo();
if (Company::IsValidID(ci->client_playas) && !StrEmpty(_network_company_states[ci->client_playas].password)) {
return SEND_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD)(cs);
}
/* Valid password, allow user */
return SEND_COMMAND(PACKET_SERVER_WELCOME)(cs);
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD)
{
if (cs->status != STATUS_AUTH_COMPANY) {
return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
}
char password[NETWORK_PASSWORD_LENGTH];
p->Recv_string(password, sizeof(password));
/* Check company password */
const NetworkClientInfo *ci = cs->GetInfo();
if (strcmp(password, _network_company_states[ci->client_playas].password) != 0) {
/* Password is invalid */
return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_PASSWORD);
}
return SEND_COMMAND(PACKET_SERVER_WELCOME)(cs);
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP)
@@ -1271,8 +1293,10 @@ static NetworkServerPacket * const _network_server_packet[] = {
RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO),
NULL, // PACKET_SERVER_COMPANY_INFO,
NULL, // PACKET_SERVER_CLIENT_INFO,
NULL, // PACKET_SERVER_NEED_PASSWORD,
RECEIVE_COMMAND(PACKET_CLIENT_PASSWORD),
NULL, // PACKET_SERVER_NEED_GAME_PASSWORD,
NULL, // PACKET_SERVER_NEED_COMPANY_PASSWORD,
RECEIVE_COMMAND(PACKET_CLIENT_GAME_PASSWORD),
RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD),
NULL, // PACKET_SERVER_WELCOME,
RECEIVE_COMMAND(PACKET_CLIENT_GETMAP),
NULL, // PACKET_SERVER_WAIT,