(svn r20933) -Codechange: move some more client related methods and such to network_client.cpp
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@@ -25,6 +25,8 @@
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#include "../company_func.h"
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#include "../company_base.h"
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#include "../company_gui.h"
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#include "../core/random_func.hpp"
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#include "../date_func.h"
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#include "../rev.h"
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#include "network.h"
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#include "network_base.h"
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@@ -73,6 +75,117 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
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return status;
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}
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/**
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* Handle an error coming from the client side.
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* @param res The "error" that happened.
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*/
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void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
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{
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/* First, send a CLIENT_ERROR to the server, so he knows we are
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* disconnection (and why!) */
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NetworkErrorCode errorno;
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/* We just want to close the connection.. */
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if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
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this->NetworkSocketHandler::CloseConnection();
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this->CloseConnection(res);
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_networking = false;
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DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
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return;
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}
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switch (res) {
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case NETWORK_RECV_STATUS_DESYNC: errorno = NETWORK_ERROR_DESYNC; break;
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case NETWORK_RECV_STATUS_SAVEGAME: errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
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case NETWORK_RECV_STATUS_NEWGRF_MISMATCH: errorno = NETWORK_ERROR_NEWGRF_MISMATCH; break;
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default: errorno = NETWORK_ERROR_GENERAL; break;
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}
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/* This means we fucked up and the server closed the connection */
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if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL &&
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res != NETWORK_RECV_STATUS_SERVER_BANNED) {
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SendError(errorno);
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}
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_switch_mode = SM_MENU;
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this->CloseConnection(res);
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_networking = false;
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}
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/**
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* Check whether we received/can send some data from/to the server and
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* when that's the case handle it appropriately.
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* @return true when everything went okay.
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*/
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/*static */ bool ClientNetworkGameSocketHandler::Receive()
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{
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if (my_client->CanSendReceive()) {
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NetworkRecvStatus res = my_client->Recv_Packets();
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if (res != NETWORK_RECV_STATUS_OKAY) {
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/* The client made an error of which we can not recover
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* close the client and drop back to main menu */
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my_client->ClientError(res);
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return false;
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}
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}
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return _networking;
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}
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/** Send the packets of this socket handler. */
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/*static */ void ClientNetworkGameSocketHandler::Send()
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{
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my_client->Send_Packets();
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}
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/**
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* Actual game loop for the client.
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* @return Whether everything went okay, or not.
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*/
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/* static */ bool ClientNetworkGameSocketHandler::GameLoop()
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{
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_frame_counter++;
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NetworkExecuteLocalCommandQueue();
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extern void StateGameLoop();
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StateGameLoop();
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/* Check if we are in sync! */
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if (_sync_frame != 0) {
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if (_sync_frame == _frame_counter) {
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#ifdef NETWORK_SEND_DOUBLE_SEED
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if (_sync_seed_1 != _random.state[0] || _sync_seed_2 != _random.state[1]) {
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#else
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if (_sync_seed_1 != _random.state[0]) {
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#endif
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NetworkError(STR_NETWORK_ERROR_DESYNC);
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DEBUG(desync, 1, "sync_err: %08x; %02x", _date, _date_fract);
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DEBUG(net, 0, "Sync error detected!");
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my_client->ClientError(NETWORK_RECV_STATUS_DESYNC);
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return false;
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}
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/* If this is the first time we have a sync-frame, we
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* need to let the server know that we are ready and at the same
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* frame as he is.. so we can start playing! */
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if (_network_first_time) {
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_network_first_time = false;
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SendAck();
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}
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_sync_frame = 0;
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} else if (_sync_frame < _frame_counter) {
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DEBUG(net, 1, "Missed frame for sync-test (%d / %d)", _sync_frame, _frame_counter);
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_sync_frame = 0;
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}
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}
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return true;
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}
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/** Our client's connection. */
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ClientNetworkGameSocketHandler * ClientNetworkGameSocketHandler::my_client = NULL;
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