(svn r20924) -Codechange: make the game connection packet handling look more like UDP/content packet handling

This commit is contained in:
rubidium
2010-10-15 13:47:37 +00:00
parent 594faf45d9
commit 41e6567c0d
8 changed files with 387 additions and 303 deletions

View File

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