Files
openttd/src/network/core/tcp_content.cpp
Jonathan G Rennison 0d4d4a9cac Merge branch 'master' into jgrpp
# Conflicts:
#	cmake/CompileFlags.cmake
#	src/3rdparty/squirrel/squirrel/sqclosure.h
#	src/3rdparty/squirrel/squirrel/sqobject.h
#	src/3rdparty/squirrel/squirrel/sqvm.h
#	src/aircraft.h
#	src/airport_gui.cpp
#	src/blitter/32bpp_sse_func.hpp
#	src/blitter/null.hpp
#	src/bridge_gui.cpp
#	src/build_vehicle_gui.cpp
#	src/cargotype.h
#	src/cheat_gui.cpp
#	src/command.cpp
#	src/command_func.h
#	src/company_gui.cpp
#	src/console_gui.cpp
#	src/date_gui.cpp
#	src/depot_gui.cpp
#	src/dock_gui.cpp
#	src/economy.cpp
#	src/error_gui.cpp
#	src/fileio.cpp
#	src/fios.cpp
#	src/fios_gui.cpp
#	src/fontcache/spritefontcache.h
#	src/framerate_gui.cpp
#	src/game/game_text.cpp
#	src/gamelog.cpp
#	src/genworld_gui.cpp
#	src/gfx_layout_fallback.cpp
#	src/group_gui.cpp
#	src/highscore_gui.cpp
#	src/hotkeys.cpp
#	src/industry_cmd.cpp
#	src/industry_gui.cpp
#	src/landscape.cpp
#	src/main_gui.cpp
#	src/misc_cmd.cpp
#	src/misc_gui.cpp
#	src/network/core/tcp_game.cpp
#	src/network/core/udp.cpp
#	src/network/network_chat_gui.cpp
#	src/network/network_content_gui.cpp
#	src/network/network_gui.cpp
#	src/network/network_server.cpp
#	src/network/network_server.h
#	src/newgrf_airport.cpp
#	src/newgrf_airport.h
#	src/newgrf_airporttiles.cpp
#	src/newgrf_airporttiles.h
#	src/newgrf_animation_base.h
#	src/newgrf_canal.cpp
#	src/newgrf_commons.h
#	src/newgrf_config.cpp
#	src/newgrf_debug_gui.cpp
#	src/newgrf_engine.cpp
#	src/newgrf_engine.h
#	src/newgrf_generic.cpp
#	src/newgrf_gui.cpp
#	src/newgrf_house.cpp
#	src/newgrf_house.h
#	src/newgrf_industries.cpp
#	src/newgrf_industries.h
#	src/newgrf_industrytiles.cpp
#	src/newgrf_industrytiles.h
#	src/newgrf_object.cpp
#	src/newgrf_object.h
#	src/newgrf_railtype.cpp
#	src/newgrf_railtype.h
#	src/newgrf_roadstop.cpp
#	src/newgrf_roadstop.h
#	src/newgrf_roadtype.cpp
#	src/newgrf_roadtype.h
#	src/newgrf_spritegroup.cpp
#	src/newgrf_spritegroup.h
#	src/newgrf_station.cpp
#	src/newgrf_station.h
#	src/newgrf_town.cpp
#	src/newgrf_town.h
#	src/news_gui.cpp
#	src/object_gui.cpp
#	src/order_gui.cpp
#	src/os/macosx/crashlog_osx.cpp
#	src/os/unix/crashlog_unix.cpp
#	src/os/windows/crashlog_win.cpp
#	src/os/windows/win32.cpp
#	src/os/windows/win32_main.cpp
#	src/pathfinder/npf/npf.cpp
#	src/pathfinder/npf/queue.cpp
#	src/rail_cmd.cpp
#	src/rail_gui.cpp
#	src/road_gui.cpp
#	src/roadveh.h
#	src/saveload/saveload.cpp
#	src/screenshot.cpp
#	src/script/api/script_text.hpp
#	src/settings.cpp
#	src/settings_gui.cpp
#	src/settings_internal.h
#	src/settings_table.cpp
#	src/signs_cmd.cpp
#	src/signs_gui.cpp
#	src/smallmap_gui.cpp
#	src/smallmap_gui.h
#	src/spriteloader/grf.hpp
#	src/station_cmd.cpp
#	src/station_gui.cpp
#	src/station_map.h
#	src/statusbar_gui.cpp
#	src/stdafx.h
#	src/strgen/strgen.cpp
#	src/table/newgrf_debug_data.h
#	src/terraform_gui.cpp
#	src/timer/timer_game_calendar.cpp
#	src/timer/timer_window.cpp
#	src/town.h
#	src/town_cmd.cpp
#	src/town_gui.cpp
#	src/train_gui.cpp
#	src/transparency_gui.cpp
#	src/vehicle_gui.cpp
#	src/water_cmd.cpp
#	src/waypoint_cmd.cpp
#	src/widget.cpp
#	src/widget_type.h
#	src/widgets/dropdown.cpp
#	src/widgets/rail_widget.h
#	src/widgets/terraform_widget.h
#	src/window.cpp
#	src/window_gui.h
2023-11-20 22:27:05 +00:00

204 lines
7.7 KiB
C++

/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/**
* @file tcp_content.cpp Basic functions to receive and send Content packets.
*/
#include "../../stdafx.h"
#include "../../textfile_gui.h"
#include "../../newgrf_config.h"
#include "../../base_media_base.h"
#include "../../ai/ai.hpp"
#include "../../game/game.hpp"
#include "../../fios.h"
#include "tcp_content.h"
#include "../../safeguards.h"
/**
* Is the state either selected or autoselected?
* @return true iff that's the case
*/
bool ContentInfo::IsSelected() const
{
switch (this->state) {
case ContentInfo::SELECTED:
case ContentInfo::AUTOSELECTED:
case ContentInfo::ALREADY_HERE:
return true;
default:
return false;
}
}
/**
* Is the information from this content info valid?
* @return true iff it's valid
*/
bool ContentInfo::IsValid() const
{
return this->state < ContentInfo::INVALID && this->type >= CONTENT_TYPE_BEGIN && this->type < CONTENT_TYPE_END;
}
/**
* Search a textfile file next to this file in the content list.
* @param type The type of the textfile to search for.
* @return The filename for the textfile, \c nullptr otherwise.
*/
const char *ContentInfo::GetTextfile(TextfileType type) const
{
if (this->state == INVALID) return nullptr;
const char *tmp;
switch (this->type) {
default: NOT_REACHED();
case CONTENT_TYPE_AI:
tmp = AI::GetScannerInfo()->FindMainScript(this, true);
break;
case CONTENT_TYPE_AI_LIBRARY:
tmp = AI::GetScannerLibrary()->FindMainScript(this, true);
break;
case CONTENT_TYPE_GAME:
tmp = Game::GetScannerInfo()->FindMainScript(this, true);
break;
case CONTENT_TYPE_GAME_LIBRARY:
tmp = Game::GetScannerLibrary()->FindMainScript(this, true);
break;
case CONTENT_TYPE_NEWGRF: {
const GRFConfig *gc = FindGRFConfig(BSWAP32(this->unique_id), FGCM_EXACT, &this->md5sum);
tmp = gc != nullptr ? gc->filename.c_str() : nullptr;
break;
}
case CONTENT_TYPE_BASE_GRAPHICS:
tmp = TryGetBaseSetFile(this, true, BaseGraphics::GetAvailableSets());
break;
case CONTENT_TYPE_BASE_SOUNDS:
tmp = TryGetBaseSetFile(this, true, BaseSounds::GetAvailableSets());
break;
case CONTENT_TYPE_BASE_MUSIC:
tmp = TryGetBaseSetFile(this, true, BaseMusic::GetAvailableSets());
break;
case CONTENT_TYPE_SCENARIO:
case CONTENT_TYPE_HEIGHTMAP:
tmp = FindScenario(this, true);
break;
}
if (tmp == nullptr) return nullptr;
return ::GetTextfile(type, GetContentInfoSubDir(this->type), tmp);
}
/**
* Handle the given packet, i.e. pass it to the right
* parser receive command.
* @param p the packet to handle
* @return true if we should immediately handle further packets, false otherwise
*/
bool NetworkContentSocketHandler::HandlePacket(Packet *p)
{
PacketContentType type = (PacketContentType)p->Recv_uint8();
switch (this->HasClientQuit() ? PACKET_CONTENT_END : type) {
case PACKET_CONTENT_CLIENT_INFO_LIST: return this->Receive_CLIENT_INFO_LIST(p);
case PACKET_CONTENT_CLIENT_INFO_ID: return this->Receive_CLIENT_INFO_ID(p);
case PACKET_CONTENT_CLIENT_INFO_EXTID: return this->Receive_CLIENT_INFO_EXTID(p);
case PACKET_CONTENT_CLIENT_INFO_EXTID_MD5: return this->Receive_CLIENT_INFO_EXTID_MD5(p);
case PACKET_CONTENT_SERVER_INFO: return this->Receive_SERVER_INFO(p);
case PACKET_CONTENT_CLIENT_CONTENT: return this->Receive_CLIENT_CONTENT(p);
case PACKET_CONTENT_SERVER_CONTENT: return this->Receive_SERVER_CONTENT(p);
default:
if (this->HasClientQuit()) {
DEBUG(net, 0, "[tcp/content] Received invalid packet type %d", type);
} else {
DEBUG(net, 0, "[tcp/content] Received illegal packet");
}
return false;
}
}
/**
* Receive a packet at TCP level
* @return Whether at least one packet was received.
*/
bool NetworkContentSocketHandler::ReceivePackets()
{
/*
* We read only a few of the packets. This as receiving packets can be expensive
* due to the re-resolving of the parent/child relations and checking the toggle
* state of all bits. We cannot do this all in one go, as we want to show the
* user what we already received. Otherwise, it can take very long before any
* progress is shown to the end user that something has been received.
* It is also the case that we request extra content from the content server in
* case there is an unknown (in the content list) piece of content. These will
* come in after the main lists have been requested. As a result, we won't be
* getting everything reliably in one batch. Thus, we need to make subsequent
* updates in that case as well.
*
* As a result, we simple handle an arbitrary number of packets in one cycle,
* and let the rest be handled in subsequent cycles. These are ran, almost,
* immediately after this cycle so in speed it does not matter much, except
* that the user inferface will appear better responding.
*
* What arbitrary number to choose is the ultimate question though.
*/
std::unique_ptr<Packet> p;
static const int MAX_PACKETS_TO_RECEIVE = 42;
int i = MAX_PACKETS_TO_RECEIVE;
while (--i != 0 && (p = this->ReceivePacket()) != nullptr) {
bool cont = this->HandlePacket(p.get());
if (!cont) return true;
}
return i != MAX_PACKETS_TO_RECEIVE - 1;
}
/**
* Helper for logging receiving invalid packets.
* @param type The received packet type.
* @return Always false, as it's an error.
*/
bool NetworkContentSocketHandler::ReceiveInvalidPacket(PacketContentType type)
{
DEBUG(net, 0, "[tcp/content] Received illegal packet type %d", type);
return false;
}
bool NetworkContentSocketHandler::Receive_CLIENT_INFO_LIST(Packet *) { return this->ReceiveInvalidPacket(PACKET_CONTENT_CLIENT_INFO_LIST); }
bool NetworkContentSocketHandler::Receive_CLIENT_INFO_ID(Packet *) { return this->ReceiveInvalidPacket(PACKET_CONTENT_CLIENT_INFO_ID); }
bool NetworkContentSocketHandler::Receive_CLIENT_INFO_EXTID(Packet *) { return this->ReceiveInvalidPacket(PACKET_CONTENT_CLIENT_INFO_EXTID); }
bool NetworkContentSocketHandler::Receive_CLIENT_INFO_EXTID_MD5(Packet *) { return this->ReceiveInvalidPacket(PACKET_CONTENT_CLIENT_INFO_EXTID_MD5); }
bool NetworkContentSocketHandler::Receive_SERVER_INFO(Packet *) { return this->ReceiveInvalidPacket(PACKET_CONTENT_SERVER_INFO); }
bool NetworkContentSocketHandler::Receive_CLIENT_CONTENT(Packet *) { return this->ReceiveInvalidPacket(PACKET_CONTENT_CLIENT_CONTENT); }
bool NetworkContentSocketHandler::Receive_SERVER_CONTENT(Packet *) { return this->ReceiveInvalidPacket(PACKET_CONTENT_SERVER_CONTENT); }
/**
* Helper to get the subdirectory a #ContentInfo is located in.
* @param type The type of content.
* @return The subdirectory the content is located in.
*/
Subdirectory GetContentInfoSubDir(ContentType type)
{
switch (type) {
default: return NO_DIRECTORY;
case CONTENT_TYPE_AI: return AI_DIR;
case CONTENT_TYPE_AI_LIBRARY: return AI_LIBRARY_DIR;
case CONTENT_TYPE_GAME: return GAME_DIR;
case CONTENT_TYPE_GAME_LIBRARY: return GAME_LIBRARY_DIR;
case CONTENT_TYPE_NEWGRF: return NEWGRF_DIR;
case CONTENT_TYPE_BASE_GRAPHICS:
case CONTENT_TYPE_BASE_SOUNDS:
case CONTENT_TYPE_BASE_MUSIC:
return BASESET_DIR;
case CONTENT_TYPE_SCENARIO: return SCENARIO_DIR;
case CONTENT_TYPE_HEIGHTMAP: return HEIGHTMAP_DIR;
}
}