4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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/>.
10 /** @file network_client.h Client part of the network protocol. */
12 #ifndef NETWORK_CLIENT_H
13 #define NETWORK_CLIENT_H
17 #include "network_internal.h"
19 /** Class for handling the client side of the game connection. */
20 class ClientNetworkGameSocketHandler
: public ZeroedMemoryAllocator
, public NetworkGameSocketHandler
{
22 struct PacketReader
*savegame
; ///< Packet reader for reading the savegame.
23 byte token
; ///< The token we need to send back to the server to prove we're the right client.
25 /** Status of the connection with the server. */
27 STATUS_INACTIVE
, ///< The client is not connected nor active.
28 STATUS_COMPANY_INFO
, ///< We are trying to get company information.
29 STATUS_JOIN
, ///< We are trying to join a server.
30 STATUS_NEWGRFS_CHECK
, ///< Last action was checking NewGRFs.
31 STATUS_AUTH_GAME
, ///< Last action was requesting game (server) password.
32 STATUS_AUTH_COMPANY
, ///< Last action was requesting company password.
33 STATUS_AUTHORIZED
, ///< The client is authorized at the server.
34 STATUS_MAP_WAIT
, ///< The client is waiting as someone else is downloading the map.
35 STATUS_MAP
, ///< The client is downloading the map.
36 STATUS_ACTIVE
, ///< The client is active within in the game.
37 STATUS_END
, ///< Must ALWAYS be on the end of this list!! (period)
40 ServerStatus status
; ///< Status of the connection with the server.
43 friend void NetworkExecuteLocalCommandQueue();
44 friend void NetworkClose(bool close_admins
);
45 static ClientNetworkGameSocketHandler
*my_client
; ///< This is us!
47 virtual NetworkRecvStatus
Receive_SERVER_FULL(Packet
*p
);
48 virtual NetworkRecvStatus
Receive_SERVER_BANNED(Packet
*p
);
49 virtual NetworkRecvStatus
Receive_SERVER_ERROR(Packet
*p
);
50 virtual NetworkRecvStatus
Receive_SERVER_COMPANY_INFO(Packet
*p
);
51 virtual NetworkRecvStatus
Receive_SERVER_CLIENT_INFO(Packet
*p
);
52 virtual NetworkRecvStatus
Receive_SERVER_NEED_GAME_PASSWORD(Packet
*p
);
53 virtual NetworkRecvStatus
Receive_SERVER_NEED_COMPANY_PASSWORD(Packet
*p
);
54 virtual NetworkRecvStatus
Receive_SERVER_WELCOME(Packet
*p
);
55 virtual NetworkRecvStatus
Receive_SERVER_WAIT(Packet
*p
);
56 virtual NetworkRecvStatus
Receive_SERVER_MAP_BEGIN(Packet
*p
);
57 virtual NetworkRecvStatus
Receive_SERVER_MAP_SIZE(Packet
*p
);
58 virtual NetworkRecvStatus
Receive_SERVER_MAP_DATA(Packet
*p
);
59 virtual NetworkRecvStatus
Receive_SERVER_MAP_DONE(Packet
*p
);
60 virtual NetworkRecvStatus
Receive_SERVER_JOIN(Packet
*p
);
61 virtual NetworkRecvStatus
Receive_SERVER_FRAME(Packet
*p
);
62 virtual NetworkRecvStatus
Receive_SERVER_SYNC(Packet
*p
);
63 virtual NetworkRecvStatus
Receive_SERVER_COMMAND(Packet
*p
);
64 virtual NetworkRecvStatus
Receive_SERVER_CHAT(Packet
*p
);
65 virtual NetworkRecvStatus
Receive_SERVER_QUIT(Packet
*p
);
66 virtual NetworkRecvStatus
Receive_SERVER_ERROR_QUIT(Packet
*p
);
67 virtual NetworkRecvStatus
Receive_SERVER_SHUTDOWN(Packet
*p
);
68 virtual NetworkRecvStatus
Receive_SERVER_NEWGAME(Packet
*p
);
69 virtual NetworkRecvStatus
Receive_SERVER_RCON(Packet
*p
);
70 virtual NetworkRecvStatus
Receive_SERVER_CHECK_NEWGRFS(Packet
*p
);
71 virtual NetworkRecvStatus
Receive_SERVER_MOVE(Packet
*p
);
72 virtual NetworkRecvStatus
Receive_SERVER_COMPANY_UPDATE(Packet
*p
);
73 virtual NetworkRecvStatus
Receive_SERVER_CONFIG_UPDATE(Packet
*p
);
75 static NetworkRecvStatus
SendNewGRFsOk();
76 static NetworkRecvStatus
SendGetMap();
77 static NetworkRecvStatus
SendMapOk();
78 void CheckConnection();
80 ClientNetworkGameSocketHandler(SOCKET s
);
81 ~ClientNetworkGameSocketHandler();
83 NetworkRecvStatus
CloseConnection(NetworkRecvStatus status
);
84 void ClientError(NetworkRecvStatus res
);
86 static NetworkRecvStatus
SendCompanyInformationQuery();
88 static NetworkRecvStatus
SendJoin();
89 static NetworkRecvStatus
SendCommand(const CommandPacket
*cp
);
90 static NetworkRecvStatus
SendError(NetworkErrorCode errorno
);
91 static NetworkRecvStatus
SendQuit();
92 static NetworkRecvStatus
SendAck();
94 static NetworkRecvStatus
SendGamePassword(const char *password
);
95 static NetworkRecvStatus
SendCompanyPassword(const char *password
);
97 static NetworkRecvStatus
SendChat(NetworkAction action
, DestType type
, int dest
, const char *msg
, int64 data
);
98 static NetworkRecvStatus
SendSetPassword(const char *password
);
99 static NetworkRecvStatus
SendSetName(const char *name
);
100 static NetworkRecvStatus
SendRCon(const char *password
, const char *command
);
101 static NetworkRecvStatus
SendMove(CompanyID company
, const char *password
);
103 static bool IsConnected();
106 static bool Receive();
107 static bool GameLoop();
110 /** Helper to make the code look somewhat nicer. */
111 typedef ClientNetworkGameSocketHandler MyClient
;
113 void NetworkClient_Connected();
114 void NetworkClientSetCompanyPassword(const char *password
);
116 extern CompanyID _network_join_as
;
118 extern const char *_network_join_server_password
;
119 extern const char *_network_join_company_password
;
121 #endif /* ENABLE_NETWORK */
123 #endif /* NETWORK_CLIENT_H */