(svn r8078) -Codechange: rewrite UDP part of the network code to make use classes. This is only one of the many steps to really cleanup the network code.

This commit is contained in:
rubidium
2007-01-12 14:30:01 +00:00
parent bccef9f948
commit c48aa5db45
8 changed files with 392 additions and 324 deletions

View File

@@ -9,6 +9,8 @@
#include "game.h"
#include "packet.h"
#include "../../newgrf_config.h"
#include "../../debug.h"
#include "../network_data.h"
/**
* @file udp.h Basic functions to receive and send UDP packets.
@@ -71,28 +73,8 @@
* 1+ 1 whether the server is dedicated (0 = no, 1 = yes)
*/
///** Sending/receiving of UDP packets **////
bool NetworkUDPListen(SOCKET *udp, const uint32 host, const uint16 port, const bool broadcast);
void NetworkUDPClose(SOCKET *udp);
void NetworkSendUDP_Packet(const SOCKET udp, Packet *p, const struct sockaddr_in *recv);
void NetworkUDPReceive(const SOCKET udp);
/**
* Function that is called for every received UDP packet.
* @param udp the socket the packet is received on
* @param packet the received packet
* @param client_addr the address of the sender of the packet
*/
void NetworkHandleUDPPacket(const SOCKET udp, Packet *p, const struct sockaddr_in *client_addr);
///** Sending/receiving of (large) chuncks of UDP packets **////
/** Enum with all types of UDP packets. The order MUST not be changed **/
enum {
enum PacketUDPType {
PACKET_UDP_CLIENT_FIND_SERVER, ///< Queries a game server for game information
PACKET_UDP_SERVER_RESPONSE, ///< Reply of the game server with game information
PACKET_UDP_CLIENT_DETAIL_INFO, ///< Queries a game server about details of the game, such as companies
@@ -107,20 +89,54 @@ enum {
PACKET_UDP_END ///< Must ALWAYS be on the end of this list!! (period)
};
void NetworkSend_GRFIdentifier(Packet *p, const GRFConfig *c);
void NetworkSend_NetworkGameInfo(Packet *p, const NetworkGameInfo *info);
#define DECLARE_UDP_RECEIVE_COMMAND(type) virtual void NetworkPacketReceive_## type ##_command(Packet *p, const struct sockaddr_in *)
void NetworkRecv_GRFIdentifier(NetworkClientState *cs, Packet *p, GRFConfig *c);
void NetworkRecv_NetworkGameInfo(NetworkClientState *cs, Packet *p, NetworkGameInfo *info);
class NetworkUDPSocketHandler {
private:
SOCKET udp;
protected:
NetworkClientState cs;
/* Declare all possible packets here. If it can be received by the
* a specific handler, it has to be implemented. */
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_FIND_SERVER);
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_RESPONSE);
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_DETAIL_INFO);
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_DETAIL_INFO);
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_REGISTER);
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_MASTER_ACK_REGISTER);
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_GET_LIST);
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_MASTER_RESPONSE_LIST);
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_UNREGISTER);
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_GET_NEWGRFS);
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_NEWGRFS);
/**
* Function that is called for every GRFConfig that is read when receiving
* a NetworkGameInfo. Only grfid and md5sum are set, the rest is zero. This
* function must set all appropriate fields. This GRF is later appended to
* the grfconfig list of the NetworkGameInfo.
* @param config the GRF to handle
*/
void HandleIncomingNetworkGameInfoGRFConfig(GRFConfig *config);
void HandleUDPPacket(Packet *p, const struct sockaddr_in *client_addr);
/**
* Function that is called for every GRFConfig that is read when receiving
* a NetworkGameInfo. Only grfid and md5sum are set, the rest is zero. This
* function must set all appropriate fields. This GRF is later appended to
* the grfconfig list of the NetworkGameInfo.
* @param config the GRF to handle
*/
virtual void HandleIncomingNetworkGameInfoGRFConfig(GRFConfig *config) { NOT_REACHED(); }
public:
NetworkUDPSocketHandler();
virtual ~NetworkUDPSocketHandler() { this->Close(); }
bool IsListening() { return this->udp != INVALID_SOCKET; }
bool Listen(uint32 host, uint16 port, bool broadcast);
void Close();
void SendPacket(Packet *p, const struct sockaddr_in *recv);
void ReceivePackets();
void Send_GRFIdentifier(Packet *p, const GRFConfig *c);
void Send_NetworkGameInfo(Packet *p, const NetworkGameInfo *info);
void Recv_GRFIdentifier(Packet *p, GRFConfig *c);
void Recv_NetworkGameInfo(Packet *p, NetworkGameInfo *info);
};
#endif /* ENABLE_NETWORK */