(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

@@ -157,15 +157,6 @@ static void NetworkHandleCommandQueue(NetworkClientSocket *cs);
NetworkRecvStatus ServerNetworkGameSocketHandler::SendClientInfo(NetworkClientInfo *ci)
{
/*
* Packet: SERVER_CLIENT_INFO
* Function: Sends info about a client
* Data:
* uint32: The identifier of the client (always unique on a server. 1 = server, 0 is invalid)
* uint8: As which company the client is playing
* String: The name of the client
*/
if (ci->client_id != INVALID_CLIENT_ID) {
Packet *p = new Packet(PACKET_SERVER_CLIENT_INFO);
p->Send_uint32(ci->client_id);
@@ -179,12 +170,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendClientInfo(NetworkClientIn
NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyInfo()
{
/*
* Packet: SERVER_COMPANY_INFO
* Function: Sends info about the companies
* Data:
*/
/* Fetch the latest version of the stats */
NetworkCompanyStats company_stats[MAX_COMPANIES];
NetworkPopulateCompanyStats(company_stats);
@@ -247,13 +232,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyInfo()
NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode error)
{
/*
* Packet: SERVER_ERROR
* Function: The client made an error
* Data:
* uint8: ErrorID (see network_data.h, NetworkErrorCode)
*/
char str[100];
Packet *p = new Packet(PACKET_SERVER_ERROR);
@@ -296,16 +274,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode err
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGRFCheck()
{
/*
* Packet: PACKET_SERVER_CHECK_NEWGRFS
* Function: Sends info about the used GRFs to the client
* Data:
* uint8: Amount of GRFs
* And then for each GRF:
* uint32: GRF ID
* 16 * uint8: MD5 checksum of the GRF
*/
Packet *p = new Packet(PACKET_SERVER_CHECK_NEWGRFS);
const GRFConfig *c;
uint grf_count = 0;
@@ -325,11 +293,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGRFCheck()
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedGamePassword()
{
/*
* Packet: PACKET_SERVER_NEED_GAME_PASSWORD
* Function: Indication to the client that the server needs a game password
*/
/* Invalid packet when status is STATUS_AUTH_GAME or higher */
if (this->status >= STATUS_AUTH_GAME) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
@@ -342,14 +305,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedGamePassword()
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedCompanyPassword()
{
/*
* Packet: PACKET_SERVER_NEED_COMPANY_PASSWORD
* Function: Indication to the client that the server needs a company password
* Data:
* uint32: Generation seed
* string: Network ID of the server
*/
/* Invalid packet when status is STATUS_AUTH_COMPANY or higher */
if (this->status >= STATUS_AUTH_COMPANY) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
@@ -364,13 +319,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedCompanyPassword()
NetworkRecvStatus ServerNetworkGameSocketHandler::SendWelcome()
{
/*
* Packet: SERVER_WELCOME
* Function: The client is joined and ready to receive his map
* Data:
* uint32: Own Client identifier
*/
Packet *p;
NetworkClientSocket *new_cs;
@@ -398,13 +346,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendWelcome()
NetworkRecvStatus ServerNetworkGameSocketHandler::SendWait()
{
/*
* Packet: PACKET_SERVER_WAIT
* Function: The client can not receive the map at the moment because
* someone else is already receiving the map
* Data:
* uint8: Clients awaiting map
*/
int waiting = 0;
NetworkClientSocket *new_cs;
Packet *p;
@@ -423,20 +364,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendWait()
/* This sends the map to the client */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
{
/*
* Packet: SERVER_MAP
* Function: Sends the map to the client, or a part of it (it is splitted in
* a lot of multiple packets)
* Data:
* uint8: packet-type (MAP_PACKET_START, MAP_PACKET_NORMAL and MAP_PACKET_END)
* if MAP_PACKET_START:
* uint32: The current FrameCounter
* if MAP_PACKET_NORMAL:
* piece of the map (till max-size of packet)
* if MAP_PACKET_END:
* nothing
*/
static FILE *file_pointer = NULL;
static uint sent_packets; // How many packets we did send succecfully last time
@@ -541,15 +468,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
NetworkRecvStatus ServerNetworkGameSocketHandler::SendJoin(ClientID client_id)
{
/*
* Packet: SERVER_JOIN
* Function: A client is joined (all active clients receive this after a
* PACKET_CLIENT_MAP_OK) Mostly what directly follows is a
* PACKET_SERVER_CLIENT_INFO
* Data:
* uint32: Client-identifier
*/
Packet *p = new Packet(PACKET_SERVER_JOIN);
p->Send_uint32(client_id);
@@ -561,17 +479,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendJoin(ClientID client_id)
NetworkRecvStatus ServerNetworkGameSocketHandler::SendFrame()
{
/*
* Packet: SERVER_FRAME
* Function: Sends the current frame-counter to the client
* Data:
* uint32: Frame Counter
* uint32: Frame Counter Max (how far may the client walk before the server?)
* [uint32: general-seed-1]
* [uint32: general-seed-2]
* (last two depends on compile-settings, and are not default settings)
*/
Packet *p = new Packet(PACKET_SERVER_FRAME);
p->Send_uint32(_frame_counter);
p->Send_uint32(_frame_counter_max);
@@ -587,16 +494,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendFrame()
NetworkRecvStatus ServerNetworkGameSocketHandler::SendSync()
{
/*
* Packet: SERVER_SYNC
* Function: Sends a sync-check to the client
* Data:
* uint32: Frame Counter
* uint32: General-seed-1
* [uint32: general-seed-2]
* (last one depends on compile-settings, and are not default settings)
*/
Packet *p = new Packet(PACKET_SERVER_SYNC);
p->Send_uint32(_frame_counter);
p->Send_uint32(_sync_seed_1);
@@ -610,20 +507,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendSync()
NetworkRecvStatus ServerNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
{
/*
* Packet: SERVER_COMMAND
* Function: Sends a DoCommand to the client
* Data:
* uint8: CompanyID (0..MAX_COMPANIES-1)
* uint32: CommandID (see command.h)
* uint32: P1 (free variables used in DoCommand)
* uint32: P2
* uint32: Tile
* string: text
* uint8: CallBackID
* uint32: Frame of execution
*/
Packet *p = new Packet(PACKET_SERVER_COMMAND);
this->Send_Command(p, cp);
@@ -636,16 +519,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCommand(const CommandPacke
NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action, ClientID client_id, bool self_send, const char *msg, int64 data)
{
/*
* Packet: SERVER_CHAT
* Function: Sends a chat-packet to the client
* Data:
* uint8: ActionID (see network_data.h, NetworkAction)
* uint32: Client-identifier
* String: Message (max NETWORK_CHAT_LENGTH)
* uint64: Arbitrary data
*/
Packet *p = new Packet(PACKET_SERVER_CHAT);
p->Send_uint8 (action);
@@ -660,15 +533,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action,
NetworkRecvStatus ServerNetworkGameSocketHandler::SendErrorQuit(ClientID client_id, NetworkErrorCode errorno)
{
/*
* Packet: SERVER_ERROR_QUIT
* Function: One of the clients made an error and is quiting the game
* This packet informs the other clients of that.
* Data:
* uint32: Client-identifier
* uint8: ErrorID (see network_data.h, NetworkErrorCode)
*/
Packet *p = new Packet(PACKET_SERVER_ERROR_QUIT);
p->Send_uint32(client_id);
@@ -680,14 +544,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendErrorQuit(ClientID client_
NetworkRecvStatus ServerNetworkGameSocketHandler::SendQuit(ClientID client_id)
{
/*
* Packet: SERVER_ERROR_QUIT
* Function: A client left the game, and this packets informs the other clients
* of that.
* Data:
* uint32: Client-identifier
*/
Packet *p = new Packet(PACKET_SERVER_QUIT);
p->Send_uint32(client_id);
@@ -698,13 +554,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendQuit(ClientID client_id)
NetworkRecvStatus ServerNetworkGameSocketHandler::SendShutdown()
{
/*
* Packet: SERVER_SHUTDOWN
* Function: Let the clients know that the server is closing
* Data:
* <none>
*/
Packet *p = new Packet(PACKET_SERVER_SHUTDOWN);
this->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY;
@@ -712,13 +561,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendShutdown()
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGame()
{
/*
* Packet: PACKET_SERVER_NEWGAME
* Function: Let the clients know that the server is loading a new map
* Data:
* <none>
*/
Packet *p = new Packet(PACKET_SERVER_NEWGAME);
this->Send_Packet(p);
return NETWORK_RECV_STATUS_OKAY;