(svn r20924) -Codechange: make the game connection packet handling look more like UDP/content packet handling
This commit is contained in:
@@ -115,7 +115,7 @@ bool NetworkContentSocketHandler::HandlePacket(Packet *p)
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}
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/**
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* Receive a packet at UDP level
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* Receive a packet at TCP level
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*/
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void NetworkContentSocketHandler::Recv_Packets()
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{
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@@ -18,6 +18,7 @@
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#include "../network.h"
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#include "../network_internal.h"
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#include "../../core/pool_func.hpp"
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#include "../../debug.h"
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#include "table/strings.h"
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@@ -63,4 +64,147 @@ NetworkRecvStatus NetworkGameSocketHandler::CloseConnection(bool error)
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return NetworkCloseClient(this, error ? NETWORK_RECV_STATUS_SERVER_ERROR : NETWORK_RECV_STATUS_CONN_LOST);
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}
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/**
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* Defines a simple (switch) case for each network packet
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* @param type the packet type to create the case for
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*/
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#define GAME_COMMAND(type) case type: return this->NetworkPacketReceive_ ## type ## _command(p); break;
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/**
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* Handle the given packet, i.e. pass it to the right parser receive command.
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* @param p the packet to handle
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* @return #NetworkRecvStatus of handling.
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*/
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NetworkRecvStatus NetworkClientSocket::HandlePacket(Packet *p)
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{
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PacketGameType type = (PacketGameType)p->Recv_uint8();
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switch (this->HasClientQuit() ? PACKET_END : type) {
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GAME_COMMAND(PACKET_SERVER_FULL)
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GAME_COMMAND(PACKET_SERVER_BANNED)
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GAME_COMMAND(PACKET_CLIENT_JOIN)
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GAME_COMMAND(PACKET_SERVER_ERROR)
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GAME_COMMAND(PACKET_CLIENT_COMPANY_INFO)
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GAME_COMMAND(PACKET_SERVER_COMPANY_INFO)
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GAME_COMMAND(PACKET_SERVER_CLIENT_INFO)
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GAME_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD)
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GAME_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD)
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GAME_COMMAND(PACKET_CLIENT_GAME_PASSWORD)
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GAME_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD)
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GAME_COMMAND(PACKET_SERVER_WELCOME)
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GAME_COMMAND(PACKET_CLIENT_GETMAP)
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GAME_COMMAND(PACKET_SERVER_WAIT)
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GAME_COMMAND(PACKET_SERVER_MAP)
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GAME_COMMAND(PACKET_CLIENT_MAP_OK)
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GAME_COMMAND(PACKET_SERVER_JOIN)
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GAME_COMMAND(PACKET_SERVER_FRAME)
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GAME_COMMAND(PACKET_SERVER_SYNC)
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GAME_COMMAND(PACKET_CLIENT_ACK)
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GAME_COMMAND(PACKET_CLIENT_COMMAND)
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GAME_COMMAND(PACKET_SERVER_COMMAND)
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GAME_COMMAND(PACKET_CLIENT_CHAT)
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GAME_COMMAND(PACKET_SERVER_CHAT)
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GAME_COMMAND(PACKET_CLIENT_SET_PASSWORD)
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GAME_COMMAND(PACKET_CLIENT_SET_NAME)
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GAME_COMMAND(PACKET_CLIENT_QUIT)
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GAME_COMMAND(PACKET_CLIENT_ERROR)
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GAME_COMMAND(PACKET_SERVER_QUIT)
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GAME_COMMAND(PACKET_SERVER_ERROR_QUIT)
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GAME_COMMAND(PACKET_SERVER_SHUTDOWN)
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GAME_COMMAND(PACKET_SERVER_NEWGAME)
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GAME_COMMAND(PACKET_SERVER_RCON)
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GAME_COMMAND(PACKET_CLIENT_RCON)
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GAME_COMMAND(PACKET_SERVER_CHECK_NEWGRFS)
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GAME_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED)
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GAME_COMMAND(PACKET_SERVER_MOVE)
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GAME_COMMAND(PACKET_CLIENT_MOVE)
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GAME_COMMAND(PACKET_SERVER_COMPANY_UPDATE)
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GAME_COMMAND(PACKET_SERVER_CONFIG_UPDATE)
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default:
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this->CloseConnection();
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if (this->HasClientQuit()) {
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DEBUG(net, 0, "[tcp/game] received invalid packet type %d from client %d", type, this->client_id);
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} else {
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DEBUG(net, 0, "[tcp/game] received illegal packet from client %d", this->client_id);
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}
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return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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}
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}
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/**
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* Do the actual receiving of packets.
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* As long as HandlePacket returns OKAY packets are handled. Upon
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* failure, or no more packets to process the last result of
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* HandlePacket is returned.
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* @return #NetworkRecvStatus of the last handled packet.
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*/
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NetworkRecvStatus NetworkClientSocket::Recv_Packets()
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{
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Packet *p;
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while ((p = this->Recv_Packet()) != NULL) {
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NetworkRecvStatus res = HandlePacket(p);
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if (res != NETWORK_RECV_STATUS_OKAY) return res;
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}
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return NETWORK_RECV_STATUS_OKAY;
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}
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/**
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* Create stub implementations for all receive commands that only
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* show a warning that the given command is not available for the
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* socket where the packet came from.
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* @param type the packet type to create the stub for
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*/
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#define DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(type) \
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NetworkRecvStatus NetworkClientSocket::NetworkPacketReceive_## type ##_command(Packet *p) \
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{ \
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DEBUG(net, 0, "[tcp/game] received illegal packet type %d from client %d", \
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type, this->client_id); \
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return NETWORK_RECV_STATUS_MALFORMED_PACKET; \
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}
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FULL)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_BANNED)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_JOIN)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GAME_PASSWORD)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WELCOME)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WAIT)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_JOIN)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FRAME)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SYNC)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ACK)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMMAND)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_CHAT)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHAT)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_QUIT)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ERROR)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_QUIT)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_RCON)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_RCON)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHECK_NEWGRFS)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MOVE)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MOVE)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE)
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DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE)
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#endif /* ENABLE_NETWORK */
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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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