Fix #12973: Don't exclude high score after using sandbox
[openttd-github.git] / src / network / network_client.h
blob75a1ce4dd303b35ed79e793d314c641375856688
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::unique_ptr<class NetworkAuthenticationClientHandler> authentication_handler; ///< The handler for the authentication.
19 std::string connection_string; ///< Address we are connected to.
20 std::shared_ptr<struct PacketReader> savegame; ///< Packet reader for reading the savegame.
21 uint8_t token; ///< The token we need to send back to the server to prove we're the right client.
23 /** Status of the connection with the server. */
24 enum ServerStatus {
25 STATUS_INACTIVE, ///< The client is not connected nor active.
26 STATUS_JOIN, ///< We are trying to join a server.
27 STATUS_AUTH_GAME, ///< Last action was requesting game (server) password.
28 STATUS_ENCRYPTED, ///< The game authentication has completed and from here on the connection to the server is encrypted.
29 STATUS_NEWGRFS_CHECK, ///< Last action was checking NewGRFs.
30 STATUS_AUTHORIZED, ///< The client is authorized at the server.
31 STATUS_MAP_WAIT, ///< The client is waiting as someone else is downloading the map.
32 STATUS_MAP, ///< The client is downloading the map.
33 STATUS_ACTIVE, ///< The client is active within in the game.
34 STATUS_END, ///< Must ALWAYS be on the end of this list!! (period)
37 ServerStatus status; ///< Status of the connection with the server.
39 protected:
40 friend void NetworkExecuteLocalCommandQueue();
41 friend void NetworkClose(bool close_admins);
42 static ClientNetworkGameSocketHandler *my_client; ///< This is us!
44 NetworkRecvStatus Receive_SERVER_FULL(Packet &p) override;
45 NetworkRecvStatus Receive_SERVER_BANNED(Packet &p) override;
46 NetworkRecvStatus Receive_SERVER_ERROR(Packet &p) override;
47 NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet &p) override;
48 NetworkRecvStatus Receive_SERVER_AUTH_REQUEST(Packet &p) override;
49 NetworkRecvStatus Receive_SERVER_ENABLE_ENCRYPTION(Packet &p) override;
50 NetworkRecvStatus Receive_SERVER_WELCOME(Packet &p) override;
51 NetworkRecvStatus Receive_SERVER_WAIT(Packet &p) override;
52 NetworkRecvStatus Receive_SERVER_MAP_BEGIN(Packet &p) override;
53 NetworkRecvStatus Receive_SERVER_MAP_SIZE(Packet &p) override;
54 NetworkRecvStatus Receive_SERVER_MAP_DATA(Packet &p) override;
55 NetworkRecvStatus Receive_SERVER_MAP_DONE(Packet &p) override;
56 NetworkRecvStatus Receive_SERVER_JOIN(Packet &p) override;
57 NetworkRecvStatus Receive_SERVER_FRAME(Packet &p) override;
58 NetworkRecvStatus Receive_SERVER_SYNC(Packet &p) override;
59 NetworkRecvStatus Receive_SERVER_COMMAND(Packet &p) override;
60 NetworkRecvStatus Receive_SERVER_CHAT(Packet &p) override;
61 NetworkRecvStatus Receive_SERVER_EXTERNAL_CHAT(Packet &p) override;
62 NetworkRecvStatus Receive_SERVER_QUIT(Packet &p) override;
63 NetworkRecvStatus Receive_SERVER_ERROR_QUIT(Packet &p) override;
64 NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet &p) override;
65 NetworkRecvStatus Receive_SERVER_NEWGAME(Packet &p) override;
66 NetworkRecvStatus Receive_SERVER_RCON(Packet &p) override;
67 NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet &p) override;
68 NetworkRecvStatus Receive_SERVER_MOVE(Packet &p) override;
69 NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet &p) override;
71 static NetworkRecvStatus SendNewGRFsOk();
72 static NetworkRecvStatus SendGetMap();
73 static NetworkRecvStatus SendMapOk();
74 static NetworkRecvStatus SendIdentify();
75 void CheckConnection();
76 public:
77 ClientNetworkGameSocketHandler(SOCKET s, const std::string &connection_string);
78 ~ClientNetworkGameSocketHandler();
80 NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override;
81 void ClientError(NetworkRecvStatus res);
83 static NetworkRecvStatus SendJoin();
84 static NetworkRecvStatus SendCommand(const CommandPacket &cp);
85 static NetworkRecvStatus SendError(NetworkErrorCode errorno);
86 static NetworkRecvStatus SendQuit();
87 static NetworkRecvStatus SendAck();
89 static NetworkRecvStatus SendAuthResponse();
91 static NetworkRecvStatus SendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64_t data);
92 static NetworkRecvStatus SendSetName(const std::string &name);
93 static NetworkRecvStatus SendRCon(const std::string &password, const std::string &command);
94 static NetworkRecvStatus SendMove(CompanyID company);
96 static bool IsConnected();
98 static void Send();
99 static bool Receive();
100 static bool GameLoop();
103 /** Helper to make the code look somewhat nicer. */
104 typedef ClientNetworkGameSocketHandler MyClient;
106 void NetworkClient_Connected();
108 /** Information required to join a server. */
109 struct NetworkJoinInfo {
110 NetworkJoinInfo() : company(COMPANY_SPECTATOR) {}
111 std::string connection_string; ///< The address of the server to join.
112 CompanyID company; ///< The company to join.
113 std::string server_password; ///< The password of the server to join.
116 extern NetworkJoinInfo _network_join;
118 #endif /* NETWORK_CLIENT_H */