(svn r20993) -Codechange: some shuffling of game protocol packet description so they're documented in the "same" place as UDP, content and admin packets (dihedral)

This commit is contained in:
rubidium
2010-10-18 20:41:53 +00:00
parent 6542190e6f
commit 6012a9074c
3 changed files with 262 additions and 263 deletions

View File

@@ -118,45 +118,307 @@ private:
NetworkClientInfo *info; ///< Client info related to this socket
protected:
/**
* Notification that the server is full.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FULL);
/**
* Notification that the client trying to join is banned.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_BANNED);
/**
* Try to join the server:
* string OpenTTD revision (norev000 if no revision).
* 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.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_JOIN);
/**
* The client made an error:
* uint8 Error code caused (see NetworkErrorCode).
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR);
/**
* Request company information (in detail).
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO);
/**
* Sends information about the companies (one packet per company):
* uint8 Version of the structure of this packet (NETWORK_COMPANY_INFO_VERSION).
* bool Contains data (false marks the end of updates).
* uint8 ID of the company.
* string Name of the company.
* uint32 Year the company was inaugurated.
* uint64 Value.
* uint64 Money.
* uint64 Income.
* uint16 Performance (last quarter).
* bool Company is password protected.
* uint16 Number of trains.
* uint16 Number of lorries.
* uint16 Number of busses.
* uint16 Number of planes.
* uint16 Number of ships.
* uint16 Number of train stations.
* uint16 Number of lorry stations.
* uint16 Number of bus stops.
* uint16 Number of airports and heliports.
* uint16 Number of harbours.
* bool Company is an AI.
* string Client names (comma separated list)
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO);
/**
* 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.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO);
/**
* Indication to the client that the server needs a game password.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_GAME_PASSWORD);
/**
* Indication to the client that the server needs a company password:
* uint32 Generation seed.
* string Network ID of the server.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEED_COMPANY_PASSWORD);
/**
* Send a password to the server to authorize:
* uint8 Password type (see NetworkPasswordType).
* string The password.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GAME_PASSWORD);
/**
* Send a password to the server to authorize
* uint8 Password type (see NetworkPasswordType).
* string The password.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_PASSWORD);
/**
* The client is joined and ready to receive his map:
* uint32 Own client ID.
* uint32 Generation seed.
* string Network ID of the server.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WELCOME);
/**
* Request the map from the server.
* uint32 NewGRF version (release versions of OpenTTD only).
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP);
/**
* Notification that another client is currently receiving the map:
* uint8 Number of clients awaiting the map.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WAIT);
/**
* Sends parts of the map to the client:
* uint8 packet type (MAP_PACKET_START, MAP_PACKET_NORMAL, MAP_PACKET_END).
* If MAP_PACKET_START:
* uint32 Current frame.
* uint32 Size of the map (in bytes).
* If MAP_PACKET_NORMAL:
* Part of the map (until max size of packet).
* If MAP_PACKET_END:
* No further data sent.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MAP);
/**
* Tell the server that we are done receiving/loading the map.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK);
/**
* 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.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_JOIN);
/**
* Sends the current frame counter to the client:
* uint32 Frame counter
* uint32 Frame counter max (how far may the client walk before the server?)
* uint32 General seed 1 (dependant on compile settings, not default).
* uint32 General seed 2 (dependant on compile settings, not default).
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FRAME);
/**
* Sends a sync-check to the client:
* uint32 Frame counter.
* uint32 General seed 1.
* uint32 General seed 2 (dependant on compile settings, not default).
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SYNC);
/**
* Tell the server we are done with this frame:
* uint32 Current frame counter of the client.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ACK);
/**
* Send a DoCommand to the Server:
* uint8 ID of the company (0..MAX_COMPANIES-1).
* uint32 ID of the command (see command.h).
* uint32 P1 (free variables used in DoCommand).
* uint32 P2
* uint32 Tile where this is taking place.
* string Text.
* uint8 ID of the callback.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND);
/**
* Sends a DoCommand to the client:
* uint8 ID of the company (0..MAX_COMPANIES-1).
* uint32 ID of the command (see command.h).
* uint32 P1 (free variable used in DoCommand).
* uint32 P2.
* uint32 Tile where this is taking place.
* string Text.
* uint8 ID of the callback.
* uint32 Frame of execution.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMMAND);
/**
* Sends a chat-packet to the server:
* uint8 ID of the action (see NetworkAction).
* uint8 ID of the destination type (see DestType).
* 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).
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_CHAT);
/**
* Sends a chat-packet to the client:
* uint8 ID of the action (see NetworkAction).
* uint32 ID of the client (origin of the chat).
* string Message (max NETWORK_CHAT_LENGTH).
* uint64 data (used e.g. for 'give money' actions).
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHAT);
/**
* Set the password for the clients current company:
* string The password.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD);
/**
* Gives the client a new name:
* string New name of the client.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME);
/**
* The client is quiting the game.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_QUIT);
/**
* The client made an error and is quiting the game.
* uint8 Error of the code caused (see NetworkErrorCode).
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_ERROR);
/**
* Notification that a client left the game:
* uint32 ID of the client.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_QUIT);
/**
* 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).
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT);
/**
* Let the clients know that the server is closing.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN);
/**
* Let the clients know that the server is loading a new map.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME);
/**
* Send the result of an issues RCon command back to the client:
* uint16 Colour code.
* string Output of the RCon command
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_RCON);
/**
* Send an RCon command to the server:
* string RCon password.
* string Command to be executed.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_RCON);
/**
* 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
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CHECK_NEWGRFS);
/**
* Tell the server that we have the required GRFs
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_NEWGRFS_CHECKED);
/**
* Move a client from one company into another:
* uint32 ID of the client.
* uint8 ID of the new company.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_MOVE);
/**
* 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.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_MOVE);
/**
* Update the clients knowledge of which company is password protected:
* uint16 Bitwise representation of each company
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_UPDATE);
/**
* Update the clients knowledge of the max settings:
* uint8 Maximum number of companies allowed.
* uint8 Maximum number of spectators allowed.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_CONFIG_UPDATE);
NetworkRecvStatus HandlePacket(Packet *p);