(svn r15079) -Codechange: split tcp 'backend' and in-game handling like it is for UDP.
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69
src/network/core/tcp_game.cpp
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69
src/network/core/tcp_game.cpp
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/* $Id$ */
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/**
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* @file tcp_game.cpp Basic functions to receive and send TCP packets for game purposes.
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*/
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#ifdef ENABLE_NETWORK
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#include "../../stdafx.h"
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#include "../../openttd.h"
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#include "../../variables.h"
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#include "../network_internal.h"
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#include "packet.h"
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#include "tcp_game.h"
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#include "table/strings.h"
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#include "../../oldpool_func.h"
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/** Make very sure the preconditions given in network_type.h are actually followed */
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assert_compile(MAX_CLIENT_SLOTS == (MAX_CLIENT_SLOTS >> NCI_BITS_PER_POOL_BLOCK) << NCI_BITS_PER_POOL_BLOCK);
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assert_compile(MAX_CLIENT_SLOTS > MAX_CLIENTS);
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typedef ClientIndex NetworkClientSocketID;
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DEFINE_OLD_POOL_GENERIC(NetworkClientSocket, NetworkClientSocket);
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NetworkClientSocket::NetworkClientSocket(ClientID client_id)
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{
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this->client_id = client_id;
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this->status = STATUS_INACTIVE;
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}
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NetworkClientSocket::~NetworkClientSocket()
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{
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while (this->command_queue != NULL) {
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CommandPacket *p = this->command_queue->next;
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free(this->command_queue);
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this->command_queue = p;
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}
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this->client_id = INVALID_CLIENT_ID;
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this->status = STATUS_INACTIVE;
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}
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/**
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* Functions to help NetworkRecv_Packet/NetworkSend_Packet a bit
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* A socket can make errors. When that happens this handles what to do.
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* For clients: close connection and drop back to main-menu
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* For servers: close connection and that is it
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* @return the new status
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* TODO: needs to be splitted when using client and server socket packets
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*/
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NetworkRecvStatus NetworkClientSocket::CloseConnection()
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{
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/* Clients drop back to the main menu */
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if (!_network_server && _networking) {
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_switch_mode = SM_MENU;
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_networking = false;
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extern StringID _switch_mode_errorstr;
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_switch_mode_errorstr = STR_NETWORK_ERR_LOSTCONNECTION;
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return NETWORK_RECV_STATUS_CONN_LOST;
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}
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NetworkCloseClient(this);
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return NETWORK_RECV_STATUS_OKAY;
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}
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#endif /* ENABLE_NETWORK */
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