OpenTTD Source  1.11.2
network_client.h
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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  */
7 
10 #ifndef NETWORK_CLIENT_H
11 #define NETWORK_CLIENT_H
12 
13 #include "network_internal.h"
14 
17 private:
19  byte token;
20 
22  enum ServerStatus {
34  };
35 
37 
38 protected:
39  friend void NetworkExecuteLocalCommandQueue();
40  friend void NetworkClose(bool close_admins);
42 
70 
74  void CheckConnection();
75 public:
78 
81 
83 
84  static NetworkRecvStatus SendJoin();
87  static NetworkRecvStatus SendQuit();
88  static NetworkRecvStatus SendAck();
89 
90  static NetworkRecvStatus SendGamePassword(const char *password);
91  static NetworkRecvStatus SendCompanyPassword(const char *password);
92 
93  static NetworkRecvStatus SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data);
94  static NetworkRecvStatus SendSetPassword(const char *password);
95  static NetworkRecvStatus SendSetName(const char *name);
96  static NetworkRecvStatus SendRCon(const char *password, const char *command);
97  static NetworkRecvStatus SendMove(CompanyID company, const char *password);
98 
99  static bool IsConnected();
100 
101  static void Send();
102  static bool Receive();
103  static bool GameLoop();
104 };
105 
108 
110 void NetworkClientSetCompanyPassword(const char *password);
111 
113 
114 extern const char *_network_join_server_password;
115 extern const char *_network_join_company_password;
116 
117 #endif /* NETWORK_CLIENT_H */
ClientNetworkGameSocketHandler::Receive_SERVER_FRAME
NetworkRecvStatus Receive_SERVER_FRAME(Packet *p) override
Sends the current frame counter to the client: uint32 Frame counter uint32 Frame counter max (how far...
Definition: network_client.cpp:914
DestType
DestType
Destination of our chat messages.
Definition: network_type.h:81
ClientNetworkGameSocketHandler::SendNewGRFsOk
static NetworkRecvStatus SendNewGRFsOk()
Tell the server we got all the NewGRFs.
Definition: network_client.cpp:372
ClientNetworkGameSocketHandler::STATUS_END
@ STATUS_END
Must ALWAYS be on the end of this list!! (period)
Definition: network_client.h:33
ClientNetworkGameSocketHandler::Receive_SERVER_CHAT
NetworkRecvStatus Receive_SERVER_CHAT(Packet *p) override
Sends a chat-packet to the client: uint8 ID of the action (see NetworkAction).
Definition: network_client.cpp:979
ClientNetworkGameSocketHandler::SendSetName
static NetworkRecvStatus SendSetName(const char *name)
Tell the server that we like to change the name of the client.
Definition: network_client.cpp:489
ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_INFO
NetworkRecvStatus Receive_SERVER_COMPANY_INFO(Packet *p) override
Sends information about the companies (one packet per company): uint8 Version of the structure of thi...
Definition: network_client.cpp:572
ClientNetworkGameSocketHandler::STATUS_AUTH_COMPANY
@ STATUS_AUTH_COMPANY
Last action was requesting company password.
Definition: network_client.h:28
ClientNetworkGameSocketHandler::SendChat
static NetworkRecvStatus SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data)
Send a chat-packet over the network.
Definition: network_client.cpp:448
ClientNetworkGameSocketHandler::Receive_SERVER_BANNED
NetworkRecvStatus Receive_SERVER_BANNED(Packet *p) override
Notification that the client trying to join is banned.
Definition: network_client.cpp:563
_network_join_server_password
const char * _network_join_server_password
Login password from -p argument.
Definition: network_client.cpp:330
NetworkAction
NetworkAction
Actions that can be used for NetworkTextMessage.
Definition: network_type.h:91
ClientNetworkGameSocketHandler::SendMove
static NetworkRecvStatus SendMove(CompanyID company, const char *password)
Ask the server to move us.
Definition: network_client.cpp:528
ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE
NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet *p) override
Update the clients knowledge of which company is password protected: uint16 Bitwise representation of...
Definition: network_client.cpp:1164
ClientNetworkGameSocketHandler::CheckConnection
void CheckConnection()
Check the connection's state, i.e.
Definition: network_client.cpp:1177
ClientNetworkGameSocketHandler::GameLoop
static bool GameLoop()
Actual game loop for the client.
Definition: network_client.cpp:267
ClientNetworkGameSocketHandler::Receive_SERVER_ERROR
NetworkRecvStatus Receive_SERVER_ERROR(Packet *p) override
The client made an error: uint8 Error code caused (see NetworkErrorCode).
Definition: network_client.cpp:669
ClientNetworkGameSocketHandler::my_client
static ClientNetworkGameSocketHandler * my_client
This is us!
Definition: network_client.h:41
ClientNetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN
NetworkRecvStatus Receive_SERVER_MAP_BEGIN(Packet *p) override
Sends that the server will begin with sending the map to the client: uint32 Current frame.
Definition: network_client.cpp:812
Owner
Owner
Enum for all companies/owners.
Definition: company_type.h:18
ClientNetworkGameSocketHandler::CloseConnection
NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override
Close the network connection due to the given status.
Definition: network_client.cpp:160
NetworkGameSocketHandler
Base socket handler for all TCP sockets.
Definition: tcp_game.h:153
ClientNetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO
NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p) override
Send information about a client: uint32 ID of the client (always unique on a server.
Definition: network_client.cpp:616
PacketReader
Read some packets, and when do use that data as initial load filter.
Definition: network_client.cpp:41
ClientNetworkGameSocketHandler::STATUS_INACTIVE
@ STATUS_INACTIVE
The client is not connected nor active.
Definition: network_client.h:23
ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME
NetworkRecvStatus Receive_SERVER_NEWGAME(Packet *p) override
Let the clients know that the server is loading a new map.
Definition: network_client.cpp:1094
ClientNetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD
NetworkRecvStatus Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p) override
Indication to the client that the server needs a company password: uint32 Generation seed.
Definition: network_client.cpp:765
ClientNetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD
NetworkRecvStatus Receive_SERVER_NEED_GAME_PASSWORD(Packet *p) override
Indication to the client that the server needs a game password.
Definition: network_client.cpp:750
ClientNetworkGameSocketHandler::SendJoin
static NetworkRecvStatus SendJoin()
Tell the server we would like to join.
Definition: network_client.cpp:355
ClientNetworkGameSocketHandler::STATUS_MAP
@ STATUS_MAP
The client is downloading the map.
Definition: network_client.h:31
ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DATA
NetworkRecvStatus Receive_SERVER_MAP_DATA(Packet *p) override
Sends the data of the map to the client: Contains a part of the map (until max size of packet).
Definition: network_client.cpp:843
ClientNetworkGameSocketHandler::Receive_SERVER_FULL
NetworkRecvStatus Receive_SERVER_FULL(Packet *p) override
Notification that the server is full.
Definition: network_client.cpp:554
CommandPacket
Everything we need to know about a command to be able to execute it.
Definition: network_internal.h:142
ClientNetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS
NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet *p) override
Sends information about all used GRFs to the client: uint8 Amount of GRFs (the following data is repe...
Definition: network_client.cpp:717
ClientNetworkGameSocketHandler::IsConnected
static bool IsConnected()
Check whether the client is actually connected (and in the game).
Definition: network_client.cpp:541
ClientNetworkGameSocketHandler::Receive_SERVER_WELCOME
NetworkRecvStatus Receive_SERVER_WELCOME(Packet *p) override
The client is joined and ready to receive his map: uint32 Own client ID.
Definition: network_client.cpp:784
ZeroedMemoryAllocator
Base class that provides memory initialization on dynamically created objects.
Definition: alloc_type.hpp:85
ClientNetworkGameSocketHandler::Receive_SERVER_JOIN
NetworkRecvStatus Receive_SERVER_JOIN(Packet *p) override
A client joined (PACKET_CLIENT_MAP_OK), what usually directly follows is a PACKET_SERVER_CLIENT_INFO:...
Definition: network_client.cpp:1065
ClientNetworkGameSocketHandler::STATUS_COMPANY_INFO
@ STATUS_COMPANY_INFO
We are trying to get company information.
Definition: network_client.h:24
NetworkClientSetCompanyPassword
void NetworkClientSetCompanyPassword(const char *password)
Set/Reset company password on the client side.
Definition: network_client.cpp:1294
ClientNetworkGameSocketHandler::STATUS_JOIN
@ STATUS_JOIN
We are trying to join a server.
Definition: network_client.h:25
_network_join_company_password
const char * _network_join_company_password
Company password from -P argument.
Definition: network_client.cpp:332
ClientNetworkGameSocketHandler::ServerStatus
ServerStatus
Status of the connection with the server.
Definition: network_client.h:22
ClientNetworkGameSocketHandler::STATUS_MAP_WAIT
@ STATUS_MAP_WAIT
The client is waiting as someone else is downloading the map.
Definition: network_client.h:30
Packet
Internal entity of a packet.
Definition: packet.h:40
ClientNetworkGameSocketHandler::SendCompanyInformationQuery
static NetworkRecvStatus SendCompanyInformationQuery()
Make sure the server ID length is the same as a md5 hash.
Definition: network_client.cpp:343
ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler
ClientNetworkGameSocketHandler(SOCKET s)
Create a new socket for the client side of the game connection.
Definition: network_client.cpp:145
ClientNetworkGameSocketHandler::Receive
static bool Receive()
Check whether we received/can send some data from/to the server and when that's the case handle it ap...
Definition: network_client.cpp:242
ClientNetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE
NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet *p) override
Update the clients knowledge of the max settings: uint8 Maximum number of companies allowed.
Definition: network_client.cpp:1154
ClientNetworkGameSocketHandler::SendSetPassword
static NetworkRecvStatus SendSetPassword(const char *password)
Tell the server that we like to change the password of the company.
Definition: network_client.cpp:476
ClientNetworkGameSocketHandler::SendRCon
static NetworkRecvStatus SendRCon(const char *password, const char *command)
Send a console command.
Definition: network_client.cpp:514
ClientNetworkGameSocketHandler::SendCommand
static NetworkRecvStatus SendCommand(const CommandPacket *cp)
Send a command to the server.
Definition: network_client.cpp:438
ClientNetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT
NetworkRecvStatus Receive_SERVER_ERROR_QUIT(Packet *p) override
Inform all clients that one client made an error and thus has quit/been disconnected: uint32 ID of th...
Definition: network_client.cpp:1028
ClientNetworkGameSocketHandler::STATUS_AUTHORIZED
@ STATUS_AUTHORIZED
The client is authorized at the server.
Definition: network_client.h:29
NetworkRecvStatus
NetworkRecvStatus
Status of a network client; reasons why a client has quit.
Definition: core.h:22
ClientNetworkGameSocketHandler::SendError
static NetworkRecvStatus SendError(NetworkErrorCode errorno)
Send an error-packet over the network.
Definition: network_client.cpp:463
ClientNetworkGameSocketHandler::Receive_SERVER_SYNC
NetworkRecvStatus Receive_SERVER_SYNC(Packet *p) override
Sends a sync-check to the client: uint32 Frame counter.
Definition: network_client.cpp:947
ClientNetworkGameSocketHandler::ClientError
void ClientError(NetworkRecvStatus res)
Handle an error coming from the client side.
Definition: network_client.cpp:192
ClientNetworkGameSocketHandler::token
byte token
The token we need to send back to the server to prove we're the right client.
Definition: network_client.h:19
network_internal.h
ClientNetworkGameSocketHandler::STATUS_AUTH_GAME
@ STATUS_AUTH_GAME
Last action was requesting game (server) password.
Definition: network_client.h:27
ClientNetworkGameSocketHandler::SendCompanyPassword
static NetworkRecvStatus SendCompanyPassword(const char *password)
Set the company password as requested.
Definition: network_client.cpp:395
ClientNetworkGameSocketHandler::NetworkExecuteLocalCommandQueue
friend void NetworkExecuteLocalCommandQueue()
Execute all commands on the local command queue that ought to be executed this frame.
Definition: network_command.cpp:191
ClientNetworkGameSocketHandler::~ClientNetworkGameSocketHandler
~ClientNetworkGameSocketHandler()
Clear whatever we assigned.
Definition: network_client.cpp:152
ClientNetworkGameSocketHandler::Receive_SERVER_COMMAND
NetworkRecvStatus Receive_SERVER_COMMAND(Packet *p) override
Sends a DoCommand to the client: uint8 ID of the company (0..MAX_COMPANIES-1).
Definition: network_client.cpp:960
ClientNetworkGameSocketHandler
Class for handling the client side of the game connection.
Definition: network_client.h:16
ClientNetworkGameSocketHandler::Receive_SERVER_SHUTDOWN
NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet *p) override
Let the clients know that the server is closing.
Definition: network_client.cpp:1081
ClientNetworkGameSocketHandler::STATUS_NEWGRFS_CHECK
@ STATUS_NEWGRFS_CHECK
Last action was checking NewGRFs.
Definition: network_client.h:26
ClientNetworkGameSocketHandler::SendGetMap
static NetworkRecvStatus SendGetMap()
Request the map from the server.
Definition: network_client.cpp:404
ClientNetworkGameSocketHandler::Receive_SERVER_RCON
NetworkRecvStatus Receive_SERVER_RCON(Packet *p) override
Send the result of an issues RCon command back to the client: uint16 Colour code.
Definition: network_client.cpp:1111
_network_join_as
CompanyID _network_join_as
Who would we like to join as.
Definition: network_client.cpp:327
ClientNetworkGameSocketHandler::SendMapOk
static NetworkRecvStatus SendMapOk()
Tell the server we received the complete map.
Definition: network_client.cpp:414
ClientNetworkGameSocketHandler::savegame
struct PacketReader * savegame
Packet reader for reading the savegame.
Definition: network_client.h:18
ClientNetworkGameSocketHandler::SendAck
static NetworkRecvStatus SendAck()
Send an acknowledgement from the server's ticks.
Definition: network_client.cpp:424
ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE
NetworkRecvStatus Receive_SERVER_MAP_DONE(Packet *p) override
Sends that all data of the map are sent to the client:
Definition: network_client.cpp:857
ClientNetworkGameSocketHandler::SendQuit
static NetworkRecvStatus SendQuit()
Tell the server we would like to quit.
Definition: network_client.cpp:501
ClientNetworkGameSocketHandler::NetworkClose
friend void NetworkClose(bool close_admins)
Close current connections.
Definition: network.cpp:515
ClientNetworkGameSocketHandler::STATUS_ACTIVE
@ STATUS_ACTIVE
The client is active within in the game.
Definition: network_client.h:32
ClientNetworkGameSocketHandler::status
ServerStatus status
Status of the connection with the server.
Definition: network_client.h:36
ClientNetworkGameSocketHandler::Receive_SERVER_MAP_SIZE
NetworkRecvStatus Receive_SERVER_MAP_SIZE(Packet *p) override
Sends the size of the map to the client.
Definition: network_client.cpp:832
ClientNetworkGameSocketHandler::Receive_SERVER_QUIT
NetworkRecvStatus Receive_SERVER_QUIT(Packet *p) override
Notification that a client left the game: uint32 ID of the client.
Definition: network_client.cpp:1045
ClientNetworkGameSocketHandler::Receive_SERVER_MOVE
NetworkRecvStatus Receive_SERVER_MOVE(Packet *p) override
Move a client from one company into another: uint32 ID of the client.
Definition: network_client.cpp:1126
ClientNetworkGameSocketHandler::Send
static void Send()
Send the packets of this socket handler.
Definition: network_client.cpp:257
NetworkClient_Connected
void NetworkClient_Connected()
Is called after a client is connected to the server.
Definition: network_client.cpp:1204
NetworkErrorCode
NetworkErrorCode
The error codes we send around in the protocols.
Definition: network_type.h:110
ClientNetworkGameSocketHandler::SendGamePassword
static NetworkRecvStatus SendGamePassword(const char *password)
Set the game password as requested.
Definition: network_client.cpp:383
MyClient
ClientNetworkGameSocketHandler MyClient
Helper to make the code look somewhat nicer.
Definition: network_client.h:107
ClientNetworkGameSocketHandler::Receive_SERVER_WAIT
NetworkRecvStatus Receive_SERVER_WAIT(Packet *p) override
Notification that another client is currently receiving the map: uint8 Number of clients waiting in f...
Definition: network_client.cpp:799