Fix #8316: Make sort industries by production and transported with a cargo filter...
[openttd-github.git] / src / network / network_client.h
blob37deece8139870f45f3dae45c685d6517c0fbfea
1 /*
2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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/>.
6 */
8 /** @file network_client.h Client part of the network protocol. */
10 #ifndef NETWORK_CLIENT_H
11 #define NETWORK_CLIENT_H
13 #include "network_internal.h"
15 /** Class for handling the client side of the game connection. */
16 class ClientNetworkGameSocketHandler : public ZeroedMemoryAllocator, public NetworkGameSocketHandler {
17 private:
18 std::string connection_string; ///< Address we are connected to.
19 struct PacketReader *savegame; ///< Packet reader for reading the savegame.
20 byte token; ///< The token we need to send back to the server to prove we're the right client.
22 /** Status of the connection with the server. */
23 enum ServerStatus {
24 STATUS_INACTIVE, ///< The client is not connected nor active.
25 STATUS_GAME_INFO, ///< We are trying to get the game information.
26 STATUS_COMPANY_INFO, ///< We are trying to get company information.
27 STATUS_JOIN, ///< We are trying to join a server.
28 STATUS_NEWGRFS_CHECK, ///< Last action was checking NewGRFs.
29 STATUS_AUTH_GAME, ///< Last action was requesting game (server) password.
30 STATUS_AUTH_COMPANY, ///< Last action was requesting company password.
31 STATUS_AUTHORIZED, ///< The client is authorized at the server.
32 STATUS_MAP_WAIT, ///< The client is waiting as someone else is downloading the map.
33 STATUS_MAP, ///< The client is downloading the map.
34 STATUS_ACTIVE, ///< The client is active within in the game.
35 STATUS_END, ///< Must ALWAYS be on the end of this list!! (period)
38 ServerStatus status; ///< Status of the connection with the server.
40 protected:
41 friend void NetworkExecuteLocalCommandQueue();
42 friend void NetworkClose(bool close_admins);
43 static ClientNetworkGameSocketHandler *my_client; ///< This is us!
45 NetworkRecvStatus Receive_SERVER_FULL(Packet *p) override;
46 NetworkRecvStatus Receive_SERVER_BANNED(Packet *p) override;
47 NetworkRecvStatus Receive_SERVER_ERROR(Packet *p) override;
48 NetworkRecvStatus Receive_SERVER_GAME_INFO(Packet *p) override;
49 NetworkRecvStatus Receive_SERVER_COMPANY_INFO(Packet *p) override;
50 NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p) override;
51 NetworkRecvStatus Receive_SERVER_NEED_GAME_PASSWORD(Packet *p) override;
52 NetworkRecvStatus Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p) override;
53 NetworkRecvStatus Receive_SERVER_WELCOME(Packet *p) override;
54 NetworkRecvStatus Receive_SERVER_WAIT(Packet *p) override;
55 NetworkRecvStatus Receive_SERVER_MAP_BEGIN(Packet *p) override;
56 NetworkRecvStatus Receive_SERVER_MAP_SIZE(Packet *p) override;
57 NetworkRecvStatus Receive_SERVER_MAP_DATA(Packet *p) override;
58 NetworkRecvStatus Receive_SERVER_MAP_DONE(Packet *p) override;
59 NetworkRecvStatus Receive_SERVER_JOIN(Packet *p) override;
60 NetworkRecvStatus Receive_SERVER_FRAME(Packet *p) override;
61 NetworkRecvStatus Receive_SERVER_SYNC(Packet *p) override;
62 NetworkRecvStatus Receive_SERVER_COMMAND(Packet *p) override;
63 NetworkRecvStatus Receive_SERVER_CHAT(Packet *p) override;
64 NetworkRecvStatus Receive_SERVER_QUIT(Packet *p) override;
65 NetworkRecvStatus Receive_SERVER_ERROR_QUIT(Packet *p) override;
66 NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet *p) override;
67 NetworkRecvStatus Receive_SERVER_NEWGAME(Packet *p) override;
68 NetworkRecvStatus Receive_SERVER_RCON(Packet *p) override;
69 NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet *p) override;
70 NetworkRecvStatus Receive_SERVER_MOVE(Packet *p) override;
71 NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet *p) override;
72 NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet *p) override;
74 static NetworkRecvStatus SendNewGRFsOk();
75 static NetworkRecvStatus SendGetMap();
76 static NetworkRecvStatus SendMapOk();
77 void CheckConnection();
78 public:
79 ClientNetworkGameSocketHandler(SOCKET s, const std::string &connection_string);
80 ~ClientNetworkGameSocketHandler();
82 NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override;
83 void ClientError(NetworkRecvStatus res);
85 static NetworkRecvStatus SendInformationQuery(bool request_company_info);
87 static NetworkRecvStatus SendJoin();
88 static NetworkRecvStatus SendCommand(const CommandPacket *cp);
89 static NetworkRecvStatus SendError(NetworkErrorCode errorno);
90 static NetworkRecvStatus SendQuit();
91 static NetworkRecvStatus SendAck();
93 static NetworkRecvStatus SendGamePassword(const std::string &password);
94 static NetworkRecvStatus SendCompanyPassword(const std::string &password);
96 static NetworkRecvStatus SendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64 data);
97 static NetworkRecvStatus SendSetPassword(const std::string &password);
98 static NetworkRecvStatus SendSetName(const std::string &name);
99 static NetworkRecvStatus SendRCon(const std::string &password, const std::string &command);
100 static NetworkRecvStatus SendMove(CompanyID company, const std::string &password);
102 static bool IsConnected();
104 static void Send();
105 static bool Receive();
106 static bool GameLoop();
109 /** Helper to make the code look somewhat nicer. */
110 typedef ClientNetworkGameSocketHandler MyClient;
112 void NetworkClient_Connected();
113 void NetworkClientSetCompanyPassword(const std::string &password);
115 /** Information required to join a server. */
116 struct NetworkJoinInfo {
117 NetworkJoinInfo() : company(COMPANY_SPECTATOR) {}
118 std::string connection_string; ///< The address of the server to join.
119 CompanyID company; ///< The company to join.
120 std::string server_password; ///< The password of the server to join.
121 std::string company_password; ///< The password of the company to join.
124 extern NetworkJoinInfo _network_join;
126 #endif /* NETWORK_CLIENT_H */