(svn r22400) -Codechange: replace some defines in the tcp/game code so doxygen can create better documentation

This commit is contained in:
rubidium
2011-05-01 11:30:03 +00:00
parent d4737e0724
commit 2e572b98de
6 changed files with 267 additions and 229 deletions

View File

@@ -74,49 +74,49 @@ NetworkRecvStatus NetworkGameSocketHandler::HandlePacket(Packet *p)
this->last_packet = _realtime_tick;
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_BEGIN)
GAME_COMMAND(PACKET_SERVER_MAP_SIZE)
GAME_COMMAND(PACKET_SERVER_MAP_DATA)
GAME_COMMAND(PACKET_SERVER_MAP_DONE)
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)
case PACKET_SERVER_FULL: return this->Receive_SERVER_FULL(p);
case PACKET_SERVER_BANNED: return this->Receive_SERVER_BANNED(p);
case PACKET_CLIENT_JOIN: return this->Receive_CLIENT_JOIN(p);
case PACKET_SERVER_ERROR: return this->Receive_SERVER_ERROR(p);
case PACKET_CLIENT_COMPANY_INFO: return this->Receive_CLIENT_COMPANY_INFO(p);
case PACKET_SERVER_COMPANY_INFO: return this->Receive_SERVER_COMPANY_INFO(p);
case PACKET_SERVER_CLIENT_INFO: return this->Receive_SERVER_CLIENT_INFO(p);
case PACKET_SERVER_NEED_GAME_PASSWORD: return this->Receive_SERVER_NEED_GAME_PASSWORD(p);
case PACKET_SERVER_NEED_COMPANY_PASSWORD: return this->Receive_SERVER_NEED_COMPANY_PASSWORD(p);
case PACKET_CLIENT_GAME_PASSWORD: return this->Receive_CLIENT_GAME_PASSWORD(p);
case PACKET_CLIENT_COMPANY_PASSWORD: return this->Receive_CLIENT_COMPANY_PASSWORD(p);
case PACKET_SERVER_WELCOME: return this->Receive_SERVER_WELCOME(p);
case PACKET_CLIENT_GETMAP: return this->Receive_CLIENT_GETMAP(p);
case PACKET_SERVER_WAIT: return this->Receive_SERVER_WAIT(p);
case PACKET_SERVER_MAP_BEGIN: return this->Receive_SERVER_MAP_BEGIN(p);
case PACKET_SERVER_MAP_SIZE: return this->Receive_SERVER_MAP_SIZE(p);
case PACKET_SERVER_MAP_DATA: return this->Receive_SERVER_MAP_DATA(p);
case PACKET_SERVER_MAP_DONE: return this->Receive_SERVER_MAP_DONE(p);
case PACKET_CLIENT_MAP_OK: return this->Receive_CLIENT_MAP_OK(p);
case PACKET_SERVER_JOIN: return this->Receive_SERVER_JOIN(p);
case PACKET_SERVER_FRAME: return this->Receive_SERVER_FRAME(p);
case PACKET_SERVER_SYNC: return this->Receive_SERVER_SYNC(p);
case PACKET_CLIENT_ACK: return this->Receive_CLIENT_ACK(p);
case PACKET_CLIENT_COMMAND: return this->Receive_CLIENT_COMMAND(p);
case PACKET_SERVER_COMMAND: return this->Receive_SERVER_COMMAND(p);
case PACKET_CLIENT_CHAT: return this->Receive_CLIENT_CHAT(p);
case PACKET_SERVER_CHAT: return this->Receive_SERVER_CHAT(p);
case PACKET_CLIENT_SET_PASSWORD: return this->Receive_CLIENT_SET_PASSWORD(p);
case PACKET_CLIENT_SET_NAME: return this->Receive_CLIENT_SET_NAME(p);
case PACKET_CLIENT_QUIT: return this->Receive_CLIENT_QUIT(p);
case PACKET_CLIENT_ERROR: return this->Receive_CLIENT_ERROR(p);
case PACKET_SERVER_QUIT: return this->Receive_SERVER_QUIT(p);
case PACKET_SERVER_ERROR_QUIT: return this->Receive_SERVER_ERROR_QUIT(p);
case PACKET_SERVER_SHUTDOWN: return this->Receive_SERVER_SHUTDOWN(p);
case PACKET_SERVER_NEWGAME: return this->Receive_SERVER_NEWGAME(p);
case PACKET_SERVER_RCON: return this->Receive_SERVER_RCON(p);
case PACKET_CLIENT_RCON: return this->Receive_CLIENT_RCON(p);
case PACKET_SERVER_CHECK_NEWGRFS: return this->Receive_SERVER_CHECK_NEWGRFS(p);
case PACKET_CLIENT_NEWGRFS_CHECKED: return this->Receive_CLIENT_NEWGRFS_CHECKED(p);
case PACKET_SERVER_MOVE: return this->Receive_SERVER_MOVE(p);
case PACKET_CLIENT_MOVE: return this->Receive_CLIENT_MOVE(p);
case PACKET_SERVER_COMPANY_UPDATE: return this->Receive_SERVER_COMPANY_UPDATE(p);
case PACKET_SERVER_CONFIG_UPDATE: return this->Receive_SERVER_CONFIG_UPDATE(p);
default:
this->CloseConnection();
@@ -150,61 +150,58 @@ NetworkRecvStatus NetworkGameSocketHandler::ReceivePackets()
}
/**
* 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
* Helper for logging receiving invalid packets.
* @param type The received packet type.
* @return The status the network should have, in this case: "malformed packet error".
*/
#define DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(type) \
NetworkRecvStatus NetworkGameSocketHandler::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; \
NetworkRecvStatus NetworkGameSocketHandler::ReceiveInvalidPacket(PacketGameType type)
{
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_BEGIN)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_SIZE)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_DATA)
DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_DONE)
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)
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_FULL(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_FULL); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_BANNED); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_JOIN); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_ERROR); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_COMPANY_INFO(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_COMPANY_INFO); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_COMPANY_INFO(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_COMPANY_INFO); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_CLIENT_INFO); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEED_GAME_PASSWORD); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEED_COMPANY_PASSWORD); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_GAME_PASSWORD); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_COMPANY_PASSWORD); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_WELCOME(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_WELCOME); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_GETMAP); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_WAIT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_WAIT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_BEGIN); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_SIZE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_SIZE); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_DATA(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_DATA); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_MAP_DONE); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_MAP_OK); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_JOIN(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_JOIN); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_FRAME(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_FRAME); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_SYNC(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_SYNC); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_ACK); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_COMMAND); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_COMMAND(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_COMMAND); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_CHAT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CHAT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_CHAT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_SET_PASSWORD); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_SET_NAME); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_QUIT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_ERROR); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_QUIT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_QUIT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_ERROR_QUIT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_SHUTDOWN(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_SHUTDOWN); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEWGAME); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_RCON(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_RCON); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_RCON(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_RCON); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_CHECK_NEWGRFS); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_NEWGRFS_CHECKED); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MOVE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_MOVE); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_MOVE); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_COMPANY_UPDATE); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_CONFIG_UPDATE); }
#endif /* ENABLE_NETWORK */

View File

@@ -148,9 +148,6 @@ public:
uint Count() const { return this->count; }
};
#define DECLARE_GAME_RECEIVE_COMMAND(type) virtual NetworkRecvStatus NetworkPacketReceive_## type ##_command(Packet *p)
#define DEF_GAME_RECEIVE_COMMAND(cls, type) NetworkRecvStatus cls ##NetworkGameSocketHandler::NetworkPacketReceive_ ## type ## _command(Packet *p)
/** Base socket handler for all TCP sockets */
class NetworkGameSocketHandler : public NetworkTCPSocketHandler {
/* TODO: rewrite into a proper class */
@@ -158,16 +155,19 @@ private:
NetworkClientInfo *info; ///< Client info related to this socket
protected:
NetworkRecvStatus ReceiveInvalidPacket(PacketGameType type);
/**
* Notification that the server is full.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FULL);
virtual NetworkRecvStatus Receive_SERVER_FULL(Packet *p);
/**
* Notification that the client trying to join is banned.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_BANNED);
virtual NetworkRecvStatus Receive_SERVER_BANNED(Packet *p);
/**
* Try to join the server:
@@ -175,19 +175,22 @@ protected:
* string Name of the client (max NETWORK_NAME_LENGTH).
* uint8 ID of the company to play as (1..MAX_COMPANIES).
* uint8 ID of the clients Language.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_JOIN);
virtual NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p);
/**
* The client made an error:
* uint8 Error code caused (see NetworkErrorCode).
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR);
virtual NetworkRecvStatus Receive_SERVER_ERROR(Packet *p);
/**
* Request company information (in detail).
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO);
virtual NetworkRecvStatus Receive_CLIENT_COMPANY_INFO(Packet *p);
/**
* Sends information about the companies (one packet per company):
@@ -213,96 +216,111 @@ protected:
* uint16 Number of harbours.
* bool Company is an AI.
* string Client names (comma separated list)
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO);
virtual NetworkRecvStatus Receive_SERVER_COMPANY_INFO(Packet *p);
/**
* Send information about a client:
* uint32 ID of the client (always unique on a server. 1 = server, 0 is invalid).
* uint8 ID of the company the client is playing as (255 for spectators).
* string Name of the client.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO);
virtual NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p);
/**
* Indication to the client that the server needs a game password.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD);
virtual NetworkRecvStatus Receive_SERVER_NEED_GAME_PASSWORD(Packet *p);
/**
* Indication to the client that the server needs a company password:
* uint32 Generation seed.
* string Network ID of the server.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD);
virtual NetworkRecvStatus Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p);
/**
* Send a password to the server to authorize:
* uint8 Password type (see NetworkPasswordType).
* string The password.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GAME_PASSWORD);
virtual NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p);
/**
* Send a password to the server to authorize
* uint8 Password type (see NetworkPasswordType).
* string The password.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD);
virtual NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p);
/**
* The client is joined and ready to receive his map:
* uint32 Own client ID.
* uint32 Generation seed.
* string Network ID of the server.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WELCOME);
virtual NetworkRecvStatus Receive_SERVER_WELCOME(Packet *p);
/**
* Request the map from the server.
* uint32 NewGRF version (release versions of OpenTTD only).
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP);
virtual NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p);
/**
* Notification that another client is currently receiving the map:
* uint8 Number of clients waiting in front of you.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WAIT);
virtual NetworkRecvStatus Receive_SERVER_WAIT(Packet *p);
/**
* Sends that the server will begin with sending the map to the client:
* uint32 Current frame.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_BEGIN);
virtual NetworkRecvStatus Receive_SERVER_MAP_BEGIN(Packet *p);
/**
* Sends the size of the map to the client.
* uint32 Size of the (compressed) map (in bytes).
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_SIZE);
virtual NetworkRecvStatus Receive_SERVER_MAP_SIZE(Packet *p);
/**
* Sends the data of the map to the client:
* Contains a part of the map (until max size of packet).
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_DATA);
virtual NetworkRecvStatus Receive_SERVER_MAP_DATA(Packet *p);
/**
* Sends that all data of the map are sent to the client:
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP_DONE);
virtual NetworkRecvStatus Receive_SERVER_MAP_DONE(Packet *p);
/**
* Tell the server that we are done receiving/loading the map.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK);
virtual NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet *p);
/**
* A client joined (PACKET_CLIENT_MAP_OK), what usually directly follows is a PACKET_SERVER_CLIENT_INFO:
* uint32 ID of the client that just joined the game.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_JOIN);
virtual NetworkRecvStatus Receive_SERVER_JOIN(Packet *p);
/**
* Sends the current frame counter to the client:
@@ -311,23 +329,26 @@ protected:
* uint32 General seed 1 (dependant on compile settings, not default).
* uint32 General seed 2 (dependant on compile settings, not default).
* uint8 Random token to validate the client is actually listening (only occasionally present).
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FRAME);
virtual NetworkRecvStatus Receive_SERVER_FRAME(Packet *p);
/**
* Sends a sync-check to the client:
* uint32 Frame counter.
* uint32 General seed 1.
* uint32 General seed 2 (dependant on compile settings, not default).
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SYNC);
virtual NetworkRecvStatus Receive_SERVER_SYNC(Packet *p);
/**
* Tell the server we are done with this frame:
* uint32 Current frame counter of the client.
* uint8 The random token that the server sent in the PACKET_SERVER_FRAME packet.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ACK);
virtual NetworkRecvStatus Receive_CLIENT_ACK(Packet *p);
/**
* Send a DoCommand to the Server:
@@ -338,8 +359,9 @@ protected:
* uint32 Tile where this is taking place.
* string Text.
* uint8 ID of the callback.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND);
virtual NetworkRecvStatus Receive_CLIENT_COMMAND(Packet *p);
/**
* Sends a DoCommand to the client:
@@ -351,8 +373,9 @@ protected:
* string Text.
* uint8 ID of the callback.
* uint32 Frame of execution.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMMAND);
virtual NetworkRecvStatus Receive_SERVER_COMMAND(Packet *p);
/**
* Sends a chat-packet to the server:
@@ -361,8 +384,9 @@ protected:
* uint32 ID of the client or company (destination of the chat).
* string Message (max NETWORK_CHAT_LENGTH).
* uint64 data (used e.g. for 'give money' actions).
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_CHAT);
virtual NetworkRecvStatus Receive_CLIENT_CHAT(Packet *p);
/**
* Sends a chat-packet to the client:
@@ -370,108 +394,125 @@ protected:
* uint32 ID of the client (origin of the chat).
* string Message (max NETWORK_CHAT_LENGTH).
* uint64 data (used e.g. for 'give money' actions).
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHAT);
virtual NetworkRecvStatus Receive_SERVER_CHAT(Packet *p);
/**
* Set the password for the clients current company:
* string The password.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD);
virtual NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet *p);
/**
* Gives the client a new name:
* string New name of the client.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME);
virtual NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet *p);
/**
* The client is quiting the game.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_QUIT);
virtual NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p);
/**
* The client made an error and is quiting the game.
* uint8 Error of the code caused (see NetworkErrorCode).
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ERROR);
virtual NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p);
/**
* Notification that a client left the game:
* uint32 ID of the client.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_QUIT);
virtual NetworkRecvStatus Receive_SERVER_QUIT(Packet *p);
/**
* Inform all clients that one client made an error and thus has quit/been disconnected:
* uint32 ID of the client that caused the error.
* uint8 Code of the error caused (see NetworkErrorCode).
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT);
virtual NetworkRecvStatus Receive_SERVER_ERROR_QUIT(Packet *p);
/**
* Let the clients know that the server is closing.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN);
virtual NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet *p);
/**
* Let the clients know that the server is loading a new map.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME);
virtual NetworkRecvStatus Receive_SERVER_NEWGAME(Packet *p);
/**
* Send the result of an issues RCon command back to the client:
* uint16 Colour code.
* string Output of the RCon command
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_RCON);
virtual NetworkRecvStatus Receive_SERVER_RCON(Packet *p);
/**
* Send an RCon command to the server:
* string RCon password.
* string Command to be executed.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_RCON);
virtual NetworkRecvStatus Receive_CLIENT_RCON(Packet *p);
/**
* Sends information about all used GRFs to the client:
* uint8 Amount of GRFs (the following data is repeated this many times, i.e. per GRF data).
* uint32 GRF ID
* 16 * uint8 MD5 checksum of the GRF
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHECK_NEWGRFS);
virtual NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet *p);
/**
* Tell the server that we have the required GRFs
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED);
virtual NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet *p);
/**
* Move a client from one company into another:
* uint32 ID of the client.
* uint8 ID of the new company.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MOVE);
virtual NetworkRecvStatus Receive_SERVER_MOVE(Packet *p);
/**
* Request the server to move this client into another company:
* uint8 ID of the company the client wants to join.
* string Password, if the company is password protected.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MOVE);
virtual NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p);
/**
* Update the clients knowledge of which company is password protected:
* uint16 Bitwise representation of each company
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE);
virtual NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet *p);
/**
* Update the clients knowledge of the max settings:
* uint8 Maximum number of companies allowed.
* uint8 Maximum number of spectators allowed.
* @param p The packet that was just received.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE);
virtual NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet *p);
NetworkRecvStatus HandlePacket(Packet *p);