(svn r22424) -Document: some more bits

This commit is contained in:
rubidium
2011-05-05 16:24:48 +00:00
parent 944a5cb7aa
commit c4aa943aaa
8 changed files with 283 additions and 43 deletions

View File

@@ -43,8 +43,10 @@ static ClientID _network_client_id = CLIENT_ID_FIRST;
/** Make very sure the preconditions given in network_type.h are actually followed */
assert_compile(MAX_CLIENT_SLOTS > MAX_CLIENTS);
/** Yes... */
assert_compile(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENT_SLOTS);
/** The pool with clients. */
NetworkClientSocketPool _networkclientsocket_pool("NetworkClientSocket");
INSTANTIATE_POOL_METHODS(NetworkClientSocket)
@@ -296,6 +298,10 @@ static void NetworkHandleCommandQueue(NetworkClientSocket *cs);
* DEF_SERVER_SEND_COMMAND has parameter: NetworkClientSocket *cs
************/
/**
* Send the client information about a client.
* @param ci The client to send information about.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendClientInfo(NetworkClientInfo *ci)
{
if (ci->client_id != INVALID_CLIENT_ID) {
@@ -309,6 +315,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendClientInfo(NetworkClientIn
return NETWORK_RECV_STATUS_OKAY;
}
/** Send the client information about the companies. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyInfo()
{
/* Fetch the latest version of the stats */
@@ -371,6 +378,10 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyInfo()
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Send an error to the client, and close its connection.
* @param error The error to disconnect for.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode error)
{
char str[100];
@@ -413,6 +424,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode err
return this->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
}
/** Send the check for the NewGRFs. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGRFCheck()
{
Packet *p = new Packet(PACKET_SERVER_CHECK_NEWGRFS);
@@ -432,6 +444,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGRFCheck()
return NETWORK_RECV_STATUS_OKAY;
}
/** Request the game password. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedGamePassword()
{
/* Invalid packet when status is STATUS_AUTH_GAME or higher */
@@ -444,6 +457,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedGamePassword()
return NETWORK_RECV_STATUS_OKAY;
}
/** Request the company password. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedCompanyPassword()
{
/* Invalid packet when status is STATUS_AUTH_COMPANY or higher */
@@ -458,6 +472,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedCompanyPassword()
return NETWORK_RECV_STATUS_OKAY;
}
/** Send the client a welcome message with some basic information. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendWelcome()
{
Packet *p;
@@ -485,6 +500,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendWelcome()
return this->SendClientInfo(NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER));
}
/** Tell the client that its put in a waiting queue. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendWait()
{
int waiting = 0;
@@ -503,7 +519,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendWait()
return NETWORK_RECV_STATUS_OKAY;
}
/* This sends the map to the client */
/** This sends the map to the client */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
{
static uint sent_packets; // How many packets we did send succecfully last time
@@ -609,6 +625,10 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Tell that a client joined.
* @param client_id The client that joined.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendJoin(ClientID client_id)
{
Packet *p = new Packet(PACKET_SERVER_JOIN);
@@ -619,7 +639,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendJoin(ClientID client_id)
return NETWORK_RECV_STATUS_OKAY;
}
/** Tell the client that they may run to a particular frame. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendFrame()
{
Packet *p = new Packet(PACKET_SERVER_FRAME);
@@ -642,6 +662,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendFrame()
return NETWORK_RECV_STATUS_OKAY;
}
/** Request the client to sync. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendSync()
{
Packet *p = new Packet(PACKET_SERVER_SYNC);
@@ -655,6 +676,10 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendSync()
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Send a command to the client to execute.
* @param cp The command to send.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
{
Packet *p = new Packet(PACKET_SERVER_COMMAND);
@@ -667,6 +692,14 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCommand(const CommandPacke
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Send a chat message.
* @param action The action associated with the message.
* @param client_id The origin of the chat message.
* @param self_send Whether we did send the message.
* @param msg The actual message.
* @param data Arbitrary extra data.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action, ClientID client_id, bool self_send, const char *msg, int64 data)
{
Packet *p = new Packet(PACKET_SERVER_CHAT);
@@ -681,6 +714,11 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendChat(NetworkAction action,
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Tell the client another client quit with an error.
* @param client_id The client that quit.
* @param errorno The reason the client quit.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendErrorQuit(ClientID client_id, NetworkErrorCode errorno)
{
Packet *p = new Packet(PACKET_SERVER_ERROR_QUIT);
@@ -692,6 +730,10 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendErrorQuit(ClientID client_
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Tell the client another client quit.
* @param client_id The client that quit.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendQuit(ClientID client_id)
{
Packet *p = new Packet(PACKET_SERVER_QUIT);
@@ -702,6 +744,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendQuit(ClientID client_id)
return NETWORK_RECV_STATUS_OKAY;
}
/** Tell the client we're shutting down. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendShutdown()
{
Packet *p = new Packet(PACKET_SERVER_SHUTDOWN);
@@ -709,6 +752,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendShutdown()
return NETWORK_RECV_STATUS_OKAY;
}
/** Tell the client we're starting a new game. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGame()
{
Packet *p = new Packet(PACKET_SERVER_NEWGAME);
@@ -716,6 +760,11 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGame()
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Send the result of a console action.
* @param colour The colour of the result.
* @param command The command that was executed.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendRConResult(uint16 colour, const char *command)
{
Packet *p = new Packet(PACKET_SERVER_RCON);
@@ -726,6 +775,11 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendRConResult(uint16 colour,
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Tell that a client moved to another company.
* @param client_id The client that moved.
* @param company_id The company the client moved to.
*/
NetworkRecvStatus ServerNetworkGameSocketHandler::SendMove(ClientID client_id, CompanyID company_id)
{
Packet *p = new Packet(PACKET_SERVER_MOVE);
@@ -736,6 +790,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMove(ClientID client_id, C
return NETWORK_RECV_STATUS_OKAY;
}
/** Send an update about the company password states. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyUpdate()
{
Packet *p = new Packet(PACKET_SERVER_COMPANY_UPDATE);
@@ -745,6 +800,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyUpdate()
return NETWORK_RECV_STATUS_OKAY;
}
/** Send an update about the max company/spectator counts. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendConfigUpdate()
{
Packet *p = new Packet(PACKET_SERVER_CONFIG_UPDATE);
@@ -1168,7 +1224,16 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p)
}
/**
* Send an actual chat message.
* @param action The action that's performed.
* @param desttype The type of destination.
* @param dest The actual destination index.
* @param msg The actual message.
* @param from_id The origin of the message.
* @param data Arbitrary data.
* @param from_admin Whether the origin is an admin or not.
*/
void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const char *msg, ClientID from_id, int64 data, bool from_admin)
{
NetworkClientSocket *cs;
@@ -1499,7 +1564,10 @@ void NetworkPopulateCompanyStats(NetworkCompanyStats *stats)
}
}
/* Send a packet to all clients with updated info about this client_id */
/**
* Send updated client info of a particular client.
* @param client_id The client to send it for.
*/
void NetworkUpdateClientInfo(ClientID client_id)
{
NetworkClientSocket *cs;
@@ -1516,7 +1584,7 @@ void NetworkUpdateClientInfo(ClientID client_id)
NetworkAdminClientUpdate(ci);
}
/* Check if we want to restart the map */
/** Check if we want to restart the map */
static void NetworkCheckRestartMap()
{
if (_settings_client.network.restart_game_year != 0 && _cur_year >= _settings_client.network.restart_game_year) {
@@ -1526,11 +1594,12 @@ static void NetworkCheckRestartMap()
}
}
/* Check if the server has autoclean_companies activated
Two things happen:
1) If a company is not protected, it is closed after 1 year (for example)
2) If a company is protected, protection is disabled after 3 years (for example)
(and item 1. happens a year later) */
/** Check if the server has autoclean_companies activated
* Two things happen:
* 1) If a company is not protected, it is closed after 1 year (for example)
* 2) If a company is protected, protection is disabled after 3 years (for example)
* (and item 1. happens a year later)
*/
static void NetworkAutoCleanCompanies()
{
const NetworkClientInfo *ci;
@@ -1600,8 +1669,11 @@ static void NetworkAutoCleanCompanies()
}
}
/* This function changes new_name to a name that is unique (by adding #1 ...)
* and it returns true if that succeeded. */
/**
* Check whether a name is unique, and otherwise try to make it unique.
* @param new_name The name to check/modify.
* @return True if an unique name was achieved.
*/
bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH])
{
bool found_name = false;
@@ -1683,7 +1755,10 @@ void NetworkServerSetCompanyPassword(CompanyID company_id, const char *password,
NetworkServerUpdateCompanyPassworded(company_id, !StrEmpty(_network_company_states[company_id].password));
}
/* Handle the local command-queue */
/**
* Handle the command-queue of a socket.
* @param cs The socket to handle the queue for.
*/
static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
{
CommandPacket *cp;
@@ -1693,7 +1768,10 @@ static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
}
}
/* This is called every tick if this is a _network_server */
/**
* This is called every tick if this is a _network_server
* @param send_frame Whether to send the frame to the clients.
*/
void NetworkServer_Tick(bool send_frame)
{
NetworkClientSocket *cs;
@@ -1817,6 +1895,7 @@ const char *ServerNetworkGameSocketHandler::GetClientIP()
return this->client_address.GetHostname();
}
/** Show the status message of all clients on the console. */
void NetworkServerShowStatusToConsole()
{
static const char * const stat_str[] = {
@@ -1860,6 +1939,11 @@ void NetworkServerSendConfigUpdate()
}
}
/**
* Tell that a particular company is (not) passworded.
* @param company_id The company that got/removed the password.
* @param passworded Whether the password was received or removed.
*/
void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded)
{
if (NetworkCompanyIsPassworded(company_id) == passworded) return;
@@ -1909,27 +1993,42 @@ void NetworkServerDoMove(ClientID client_id, CompanyID company_id)
NetworkServerSendChat(action, DESTTYPE_BROADCAST, 0, "", client_id, company_id + 1);
}
/**
* Send an rcon reply to the client.
* @param client_id The identifier of the client.
* @param colour_code The colour of the text.
* @param string The actual reply.
*/
void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const char *string)
{
NetworkClientSocket::GetByClientID(client_id)->SendRConResult(colour_code, string);
}
static void NetworkServerSendError(ClientID client_id, NetworkErrorCode error)
{
NetworkClientSocket::GetByClientID(client_id)->SendError(error);
}
/**
* Kick a single client.
* @param client_id The client to kick.
*/
void NetworkServerKickClient(ClientID client_id)
{
if (client_id == CLIENT_ID_SERVER) return;
NetworkServerSendError(client_id, NETWORK_ERROR_KICKED);
NetworkClientSocket::GetByClientID(client_id)->SendError(NETWORK_ERROR_KICKED);
}
/**
* Ban, or kick, everyone joined from the given client's IP.
* @param client_id The client to check for.
* @param ban Whether to ban or kick.
*/
uint NetworkServerKickOrBanIP(ClientID client_id, bool ban)
{
return NetworkServerKickOrBanIP(NetworkClientSocket::GetByClientID(client_id)->GetClientIP(), ban);
}
/**
* Kick or ban someone based on an IP address.
* @param ip The IP address/range to ban/kick.
* @param ban Whether to ban or just kick.
*/
uint NetworkServerKickOrBanIP(const char *ip, bool ban)
{
/* Add address to ban-list */
@@ -1950,6 +2049,11 @@ uint NetworkServerKickOrBanIP(const char *ip, bool ban)
return n;
}
/**
* Check whether a particular company has clients.
* @param company The company to check.
* @return True if at least one client is joined to the company.
*/
bool NetworkCompanyHasClients(CompanyID company)
{
const NetworkClientInfo *ci;