OpenTTD Source  12.2
tcp_game.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 
12 #ifndef NETWORK_CORE_TCP_GAME_H
13 #define NETWORK_CORE_TCP_GAME_H
14 
15 #include "os_abstraction.h"
16 #include "tcp.h"
17 #include "../network_type.h"
18 #include "../../core/pool_type.hpp"
19 #include <chrono>
20 
26  /*
27  * These first four pair of packets (thus eight in
28  * total) must remain in this order for backward
29  * and forward compatibility between clients that
30  * are trying to join directly.
31  */
32 
33  /* Packets sent by socket accepting code without ever constructing a client socket instance. */
36 
37  /* Packets used by the client to join and an error message when the revision is wrong. */
40 
41  /* Unused packet types, formerly used for the pre-game lobby. */
44 
45  /* Packets used to get the game info. */
48 
49  /*
50  * Packets after here assume that the client
51  * and server are running the same version. As
52  * such ordering is unimportant from here on.
53  *
54  * The following is the remainder of the packets
55  * sent as part of authenticating and getting
56  * the map and other important data.
57  */
58 
59  /* After the join step, the first is checking NewGRFs. */
62 
63  /* Checking the game, and then company passwords. */
68 
69  /* The server welcomes the authenticated client and sends information of other clients. */
72 
73  /* Getting the savegame/map. */
81 
83 
84  /*
85  * At this moment the client has the map and
86  * the client is fully authenticated. Now the
87  * normal communication starts.
88  */
89 
90  /* Game progress monitoring. */
94 
95  /* Sending commands around. */
98 
99  /* Human communication! */
103 
104  /* Remote console. */
107 
108  /* Moving a client.*/
111 
112  /* Configuration updates. */
117 
118  /* A server quitting this game. */
121 
122  /* A client quitting. */
127 
129 };
130 
132 struct CommandPacket;
133 
138  uint count;
139 
140 public:
142  CommandQueue() : first(nullptr), last(nullptr), count(0) {}
144  ~CommandQueue() { this->Free(); }
145  void Append(CommandPacket *p);
146  CommandPacket *Pop(bool ignore_paused = false);
147  CommandPacket *Peek(bool ignore_paused = false);
148  void Free();
150  uint Count() const { return this->count; }
151 };
152 
155 /* TODO: rewrite into a proper class */
156 private:
158 
159 protected:
161 
167 
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492 
499 
507 
509 
510  NetworkGameSocketHandler(SOCKET s);
511 public:
513  uint32 last_frame;
516  std::chrono::steady_clock::time_point last_packet;
517 
518  NetworkRecvStatus CloseConnection(bool error = true) override;
519 
525  virtual ~NetworkGameSocketHandler() {}
526 
532  {
533  assert(info != nullptr && this->info == nullptr);
534  this->info = info;
535  }
536 
541  inline NetworkClientInfo *GetInfo() const
542  {
543  return this->info;
544  }
545 
547 
548  const char *ReceiveCommand(Packet *p, CommandPacket *cp);
549  void SendCommand(Packet *p, const CommandPacket *cp);
550 };
551 
552 #endif /* NETWORK_CORE_TCP_GAME_H */
CommandQueue::last
CommandPacket * last
The last packet in the queue; only valid when first != nullptr.
Definition: tcp_game.h:137
PACKET_SERVER_GAME_INFO
@ PACKET_SERVER_GAME_INFO
Information about the server.
Definition: tcp_game.h:46
PACKET_CLIENT_ERROR
@ PACKET_CLIENT_ERROR
A client reports an error to the server.
Definition: tcp_game.h:125
PACKET_SERVER_ERROR
@ PACKET_SERVER_ERROR
Server sending an error message to the client.
Definition: tcp_game.h:39
NetworkGameSocketHandler::Receive_CLIENT_SET_NAME
virtual NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet *p)
Gives the client a new name: string New name of the client.
Definition: tcp_game.cpp:186
NetworkGameSocketHandler::ReceivePackets
NetworkRecvStatus ReceivePackets()
Do the actual receiving of packets.
Definition: tcp_game.cpp:134
NetworkGameSocketHandler::Receive_CLIENT_MAP_OK
virtual NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet *p)
Tell the server that we are done receiving/loading the map.
Definition: tcp_game.cpp:175
NetworkGameSocketHandler::NetworkGameSocketHandler
NetworkGameSocketHandler(SOCKET s)
Create a new socket for the game connection.
Definition: tcp_game.cpp:27
NetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN
virtual NetworkRecvStatus Receive_SERVER_MAP_BEGIN(Packet *p)
Sends that the server will begin with sending the map to the client: uint32 Current frame.
Definition: tcp_game.cpp:171
CommandQueue::Count
uint Count() const
Get the number of items in the queue.
Definition: tcp_game.h:150
PACKET_SERVER_CONFIG_UPDATE
@ PACKET_SERVER_CONFIG_UPDATE
Some network configuration important to the client changed.
Definition: tcp_game.h:116
PacketGameType
PacketGameType
Enum with all types of TCP packets.
Definition: tcp_game.h:25
NetworkGameSocketHandler::last_packet
std::chrono::steady_clock::time_point last_packet
Time we received the last frame.
Definition: tcp_game.h:516
NetworkGameSocketHandler::SetInfo
void SetInfo(NetworkClientInfo *info)
Sets the client info for this socket handler.
Definition: tcp_game.h:531
PACKET_SERVER_UNUSED
@ PACKET_SERVER_UNUSED
Unused.
Definition: tcp_game.h:43
NetworkGameSocketHandler::ReceiveInvalidPacket
NetworkRecvStatus ReceiveInvalidPacket(PacketGameType type)
Helper for logging receiving invalid packets.
Definition: tcp_game.cpp:151
PACKET_CLIENT_COMMAND
@ PACKET_CLIENT_COMMAND
Client executed a command and sends it to the server.
Definition: tcp_game.h:96
PACKET_SERVER_NEWGAME
@ PACKET_SERVER_NEWGAME
The server is preparing to start a new game.
Definition: tcp_game.h:119
PACKET_CLIENT_UNUSED
@ PACKET_CLIENT_UNUSED
Unused.
Definition: tcp_game.h:42
NetworkGameSocketHandler::last_frame_server
uint32 last_frame_server
Last frame the server has executed.
Definition: tcp_game.h:514
NetworkGameSocketHandler::Receive_SERVER_GAME_INFO
virtual NetworkRecvStatus Receive_SERVER_GAME_INFO(Packet *p)
Sends information about the game.
Definition: tcp_game.cpp:162
NetworkGameSocketHandler::Receive_SERVER_RCON
virtual NetworkRecvStatus Receive_SERVER_RCON(Packet *p)
Send the result of an issues RCon command back to the client: uint16 Colour code.
Definition: tcp_game.cpp:193
PACKET_SERVER_WAIT
@ PACKET_SERVER_WAIT
Server tells the client there are some people waiting for the map as well.
Definition: tcp_game.h:75
PACKET_SERVER_JOIN
@ PACKET_SERVER_JOIN
Tells clients that a new client has joined.
Definition: tcp_game.h:82
PACKET_CLIENT_QUIT
@ PACKET_CLIENT_QUIT
A client tells the server it is going to quit.
Definition: tcp_game.h:123
PACKET_CLIENT_GETMAP
@ PACKET_CLIENT_GETMAP
Client requests the actual map.
Definition: tcp_game.h:74
NetworkGameSocketHandler::Receive_CLIENT_ACK
virtual NetworkRecvStatus Receive_CLIENT_ACK(Packet *p)
Tell the server we are done with this frame: uint32 Current frame counter of the client.
Definition: tcp_game.cpp:179
NetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT
virtual NetworkRecvStatus Receive_SERVER_ERROR_QUIT(Packet *p)
Inform all clients that one client made an error and thus has quit/been disconnected: uint32 ID of th...
Definition: tcp_game.cpp:190
NetworkGameSocketHandler::Receive_SERVER_SYNC
virtual NetworkRecvStatus Receive_SERVER_SYNC(Packet *p)
Sends a sync-check to the client: uint32 Frame counter.
Definition: tcp_game.cpp:178
NetworkGameSocketHandler::Receive_SERVER_EXTERNAL_CHAT
virtual NetworkRecvStatus Receive_SERVER_EXTERNAL_CHAT(Packet *p)
Sends a chat-packet for external source to the client: string Name of the source this message came fr...
Definition: tcp_game.cpp:184
NetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD
virtual NetworkRecvStatus Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p)
Indication to the client that the server needs a company password: uint32 Generation seed.
Definition: tcp_game.cpp:165
NetworkGameSocketHandler
Base socket handler for all TCP sockets.
Definition: tcp_game.h:154
NetworkGameSocketHandler::Receive_SERVER_MAP_DATA
virtual NetworkRecvStatus Receive_SERVER_MAP_DATA(Packet *p)
Sends the data of the map to the client: Contains a part of the map (until max size of packet).
Definition: tcp_game.cpp:173
PACKET_CLIENT_CHAT
@ PACKET_CLIENT_CHAT
Client said something that should be distributed.
Definition: tcp_game.h:100
PACKET_SERVER_MAP_SIZE
@ PACKET_SERVER_MAP_SIZE
Server tells the client what the (compressed) size of the map is.
Definition: tcp_game.h:77
NetworkGameSocketHandler::Receive_CLIENT_GAME_INFO
virtual NetworkRecvStatus Receive_CLIENT_GAME_INFO(Packet *p)
Request game information.
Definition: tcp_game.cpp:161
PACKET_SERVER_MAP_DONE
@ PACKET_SERVER_MAP_DONE
Server tells it has just sent the last bits of the map to the client.
Definition: tcp_game.h:79
PACKET_CLIENT_JOIN
@ PACKET_CLIENT_JOIN
The client telling the server it wants to join.
Definition: tcp_game.h:38
PACKET_END
@ PACKET_END
Must ALWAYS be on the end of this list!! (period)
Definition: tcp_game.h:128
CommandQueue::Append
void Append(CommandPacket *p)
Append a CommandPacket at the end of the queue.
Definition: network_command.cpp:57
NetworkGameSocketHandler::Receive_CLIENT_MOVE
virtual NetworkRecvStatus Receive_CLIENT_MOVE(Packet *p)
Request the server to move this client into another company: uint8 ID of the company the client wants...
Definition: tcp_game.cpp:198
NetworkGameSocketHandler::Receive_SERVER_MOVE
virtual NetworkRecvStatus Receive_SERVER_MOVE(Packet *p)
Move a client from one company into another: uint32 ID of the client.
Definition: tcp_game.cpp:197
NetworkGameSocketHandler::HandlePacket
NetworkRecvStatus HandlePacket(Packet *p)
Handle the given packet, i.e.
Definition: tcp_game.cpp:63
PACKET_SERVER_NEED_GAME_PASSWORD
@ PACKET_SERVER_NEED_GAME_PASSWORD
Server requests the (hashed) game password.
Definition: tcp_game.h:64
NetworkGameSocketHandler::Receive_CLIENT_RCON
virtual NetworkRecvStatus Receive_CLIENT_RCON(Packet *p)
Send an RCon command to the server: string RCon password.
Definition: tcp_game.cpp:194
CommandPacket
Everything we need to know about a command to be able to execute it.
Definition: network_internal.h:107
PACKET_SERVER_SHUTDOWN
@ PACKET_SERVER_SHUTDOWN
The server is shutting down.
Definition: tcp_game.h:120
PACKET_SERVER_NEED_COMPANY_PASSWORD
@ PACKET_SERVER_NEED_COMPANY_PASSWORD
Server requests the (hashed) company password.
Definition: tcp_game.h:66
NetworkGameSocketHandler::Receive_SERVER_QUIT
virtual NetworkRecvStatus Receive_SERVER_QUIT(Packet *p)
Notification that a client left the game: uint32 ID of the client.
Definition: tcp_game.cpp:189
PACKET_SERVER_COMPANY_UPDATE
@ PACKET_SERVER_COMPANY_UPDATE
Information (password) of a company changed.
Definition: tcp_game.h:115
NetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD
virtual NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p)
Send a password to the server to authorize: uint8 Password type (see NetworkPasswordType).
Definition: tcp_game.cpp:166
ClientID
ClientID
'Unique' identifier to be given to clients
Definition: network_type.h:47
CommandQueue::~CommandQueue
~CommandQueue()
Clear the command queue.
Definition: tcp_game.h:144
PACKET_SERVER_BANNED
@ PACKET_SERVER_BANNED
The server has banned you.
Definition: tcp_game.h:35
NetworkGameSocketHandler::Receive_SERVER_WELCOME
virtual NetworkRecvStatus Receive_SERVER_WELCOME(Packet *p)
The client is joined and ready to receive their map: uint32 Own client ID.
Definition: tcp_game.cpp:168
PACKET_CLIENT_NEWGRFS_CHECKED
@ PACKET_CLIENT_NEWGRFS_CHECKED
Client acknowledges that it has all required NewGRFs.
Definition: tcp_game.h:61
NetworkGameSocketHandler::Receive_SERVER_MAP_DONE
virtual NetworkRecvStatus Receive_SERVER_MAP_DONE(Packet *p)
Sends that all data of the map are sent to the client:
Definition: tcp_game.cpp:174
CommandQueue::CommandQueue
CommandQueue()
Initialise the command queue.
Definition: tcp_game.h:142
PACKET_CLIENT_GAME_INFO
@ PACKET_CLIENT_GAME_INFO
Request information about the server.
Definition: tcp_game.h:47
NetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD
virtual NetworkRecvStatus Receive_SERVER_NEED_GAME_PASSWORD(Packet *p)
Indication to the client that the server needs a game password.
Definition: tcp_game.cpp:164
NetworkGameSocketHandler::Receive_CLIENT_GETMAP
virtual NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p)
Request the map from the server.
Definition: tcp_game.cpp:169
CommandQueue
A queue of CommandPackets.
Definition: tcp_game.h:135
NetworkGameSocketHandler::Receive_SERVER_MAP_SIZE
virtual NetworkRecvStatus Receive_SERVER_MAP_SIZE(Packet *p)
Sends the size of the map to the client.
Definition: tcp_game.cpp:172
NetworkGameSocketHandler::Receive_CLIENT_CHAT
virtual NetworkRecvStatus Receive_CLIENT_CHAT(Packet *p)
Sends a chat-packet to the server: uint8 ID of the action (see NetworkAction).
Definition: tcp_game.cpp:182
NetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD
virtual NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet *p)
Set the password for the clients current company: string The password.
Definition: tcp_game.cpp:185
PACKET_CLIENT_MAP_OK
@ PACKET_CLIENT_MAP_OK
Client tells the server that it received the whole map.
Definition: tcp_game.h:80
Packet
Internal entity of a packet.
Definition: packet.h:44
NetworkGameSocketHandler::ReceiveCommand
const char * ReceiveCommand(Packet *p, CommandPacket *cp)
Receives a command from the network.
Definition: network_command.cpp:295
NetworkGameSocketHandler::Receive_CLIENT_COMMAND
virtual NetworkRecvStatus Receive_CLIENT_COMMAND(Packet *p)
Send a DoCommand to the Server: uint8 ID of the company (0..MAX_COMPANIES-1).
Definition: tcp_game.cpp:180
PACKET_SERVER_MOVE
@ PACKET_SERVER_MOVE
Server tells everyone that someone is moved to another company.
Definition: tcp_game.h:110
PACKET_SERVER_FULL
@ PACKET_SERVER_FULL
The server is full and has no place for you.
Definition: tcp_game.h:34
NetworkGameSocketHandler::Receive_SERVER_WAIT
virtual NetworkRecvStatus Receive_SERVER_WAIT(Packet *p)
Notification that another client is currently receiving the map: uint8 Number of clients waiting in f...
Definition: tcp_game.cpp:170
PACKET_CLIENT_SET_NAME
@ PACKET_CLIENT_SET_NAME
A client changes its name.
Definition: tcp_game.h:114
NetworkGameSocketHandler::Receive_SERVER_FULL
virtual NetworkRecvStatus Receive_SERVER_FULL(Packet *p)
Notification that the server is full.
Definition: tcp_game.cpp:157
NetworkGameSocketHandler::GetInfo
NetworkClientInfo * GetInfo() const
Gets the client info of this socket handler.
Definition: tcp_game.h:541
CommandQueue::first
CommandPacket * first
The first packet in the queue.
Definition: tcp_game.h:136
NetworkGameSocketHandler::Receive_SERVER_JOIN
virtual NetworkRecvStatus Receive_SERVER_JOIN(Packet *p)
A client joined (PACKET_CLIENT_MAP_OK), what usually directly follows is a PACKET_SERVER_CLIENT_INFO:...
Definition: tcp_game.cpp:176
NetworkGameSocketHandler::Receive_SERVER_COMMAND
virtual NetworkRecvStatus Receive_SERVER_COMMAND(Packet *p)
Sends a DoCommand to the client: uint8 ID of the company (0..MAX_COMPANIES-1).
Definition: tcp_game.cpp:181
NetworkGameSocketHandler::Receive_SERVER_NEWGAME
virtual NetworkRecvStatus Receive_SERVER_NEWGAME(Packet *p)
Let the clients know that the server is loading a new map.
Definition: tcp_game.cpp:192
PACKET_SERVER_ERROR_QUIT
@ PACKET_SERVER_ERROR_QUIT
A server tells that a client has hit an error and did quit.
Definition: tcp_game.h:126
CommandQueue::Free
void Free()
Free everything that is in the queue.
Definition: network_command.cpp:112
PACKET_CLIENT_GAME_PASSWORD
@ PACKET_CLIENT_GAME_PASSWORD
Clients sends the (hashed) game password.
Definition: tcp_game.h:65
NetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO
virtual NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p)
Send information about a client: uint32 ID of the client (always unique on a server.
Definition: tcp_game.cpp:163
NetworkRecvStatus
NetworkRecvStatus
Status of a network client; reasons why a client has quit.
Definition: core.h:22
tcp.h
NetworkGameSocketHandler::info
NetworkClientInfo * info
Client info related to this socket.
Definition: tcp_game.h:157
CommandQueue::count
uint count
The number of items in the queue.
Definition: tcp_game.h:138
PACKET_SERVER_SYNC
@ PACKET_SERVER_SYNC
Server tells the client what the random state should be.
Definition: tcp_game.h:93
NetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS
virtual NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet *p)
Sends information about all used GRFs to the client: uint8 Amount of GRFs (the following data is repe...
Definition: tcp_game.cpp:195
PACKET_SERVER_MAP_BEGIN
@ PACKET_SERVER_MAP_BEGIN
Server tells the client that it is beginning to send the map.
Definition: tcp_game.h:76
PACKET_CLIENT_RCON
@ PACKET_CLIENT_RCON
Client asks the server to execute some command.
Definition: tcp_game.h:105
PACKET_SERVER_CHAT
@ PACKET_SERVER_CHAT
Server distributing the message of a client (or itself).
Definition: tcp_game.h:101
PACKET_SERVER_RCON
@ PACKET_SERVER_RCON
Response of the executed command on the server.
Definition: tcp_game.h:106
PACKET_SERVER_QUIT
@ PACKET_SERVER_QUIT
A server tells that a client has quit.
Definition: tcp_game.h:124
NetworkGameSocketHandler::incoming_queue
CommandQueue incoming_queue
The command-queue awaiting handling.
Definition: tcp_game.h:515
error
void CDECL error(const char *s,...)
Error handling for fatal non-user errors.
Definition: openttd.cpp:132
NetworkGameSocketHandler::client_id
ClientID client_id
Client identifier.
Definition: tcp_game.h:512
CommandQueue::Peek
CommandPacket * Peek(bool ignore_paused=false)
Return the first item in the queue, but don't remove it.
Definition: network_command.cpp:101
NetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED
virtual NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet *p)
Tell the server that we have the required GRFs.
Definition: tcp_game.cpp:196
PACKET_SERVER_COMMAND
@ PACKET_SERVER_COMMAND
Server distributes a command to (all) the clients.
Definition: tcp_game.h:97
NetworkGameSocketHandler::Receive_CLIENT_QUIT
virtual NetworkRecvStatus Receive_CLIENT_QUIT(Packet *p)
The client is quitting the game.
Definition: tcp_game.cpp:187
PACKET_SERVER_FRAME
@ PACKET_SERVER_FRAME
Server tells the client what frame it is in, and thus to where the client may progress.
Definition: tcp_game.h:91
os_abstraction.h
NetworkGameSocketHandler::CloseConnection
NetworkRecvStatus CloseConnection(bool error=true) override
Functions to help ReceivePacket/SendPacket a bit A socket can make errors.
Definition: tcp_game.cpp:41
PACKET_CLIENT_ACK
@ PACKET_CLIENT_ACK
The client tells the server which frame it has executed.
Definition: tcp_game.h:92
PACKET_CLIENT_MOVE
@ PACKET_CLIENT_MOVE
A client would like to be moved to another company.
Definition: tcp_game.h:109
NetworkGameSocketHandler::Receive_SERVER_ERROR
virtual NetworkRecvStatus Receive_SERVER_ERROR(Packet *p)
The client made an error: uint8 Error code caused (see NetworkErrorCode).
Definition: tcp_game.cpp:160
PACKET_SERVER_CLIENT_INFO
@ PACKET_SERVER_CLIENT_INFO
Server sends you information about a client.
Definition: tcp_game.h:71
NetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE
virtual NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet *p)
Update the clients knowledge of the max settings: uint8 Maximum number of companies allowed.
Definition: tcp_game.cpp:200
NetworkGameSocketHandler::SendCommand
void SendCommand(Packet *p, const CommandPacket *cp)
Sends a command over the network.
Definition: network_command.cpp:320
NetworkGameSocketHandler::Receive_SERVER_CHAT
virtual NetworkRecvStatus Receive_SERVER_CHAT(Packet *p)
Sends a chat-packet to the client: uint8 ID of the action (see NetworkAction).
Definition: tcp_game.cpp:183
PACKET_SERVER_WELCOME
@ PACKET_SERVER_WELCOME
Server welcomes you and gives you your ClientID.
Definition: tcp_game.h:70
NetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE
virtual NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet *p)
Update the clients knowledge of which company is password protected: uint16 Bitwise representation of...
Definition: tcp_game.cpp:199
PACKET_SERVER_EXTERNAL_CHAT
@ PACKET_SERVER_EXTERNAL_CHAT
Server distributing the message from external source.
Definition: tcp_game.h:102
PACKET_SERVER_CHECK_NEWGRFS
@ PACKET_SERVER_CHECK_NEWGRFS
Server sends NewGRF IDs and MD5 checksums for the client to check.
Definition: tcp_game.h:60
NetworkGameSocketHandler::Receive_SERVER_FRAME
virtual NetworkRecvStatus Receive_SERVER_FRAME(Packet *p)
Sends the current frame counter to the client: uint32 Frame counter uint32 Frame counter max (how far...
Definition: tcp_game.cpp:177
NetworkGameSocketHandler::Receive_SERVER_BANNED
virtual NetworkRecvStatus Receive_SERVER_BANNED(Packet *p)
Notification that the client trying to join is banned.
Definition: tcp_game.cpp:158
NetworkGameSocketHandler::last_frame
uint32 last_frame
Last frame we have executed.
Definition: tcp_game.h:513
NetworkGameSocketHandler::Receive_SERVER_SHUTDOWN
virtual NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet *p)
Let the clients know that the server is closing.
Definition: tcp_game.cpp:191
NetworkGameSocketHandler::Receive_CLIENT_ERROR
virtual NetworkRecvStatus Receive_CLIENT_ERROR(Packet *p)
The client made an error and is quitting the game.
Definition: tcp_game.cpp:188
NetworkClientInfo
Container for all information known about a client.
Definition: network_base.h:24
NetworkGameSocketHandler::Receive_CLIENT_JOIN
virtual NetworkRecvStatus Receive_CLIENT_JOIN(Packet *p)
Try to join the server: string OpenTTD revision (norev000 if no revision).
Definition: tcp_game.cpp:159
PACKET_CLIENT_SET_PASSWORD
@ PACKET_CLIENT_SET_PASSWORD
A client (re)sets its company's password.
Definition: tcp_game.h:113
PACKET_CLIENT_COMPANY_PASSWORD
@ PACKET_CLIENT_COMPANY_PASSWORD
Client sends the (hashed) company password.
Definition: tcp_game.h:67
PACKET_SERVER_MAP_DATA
@ PACKET_SERVER_MAP_DATA
Server sends bits of the map to the client.
Definition: tcp_game.h:78
NetworkTCPSocketHandler
Base socket handler for all TCP sockets.
Definition: tcp.h:32
NetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD
virtual NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p)
Send a password to the server to authorize uint8 Password type (see NetworkPasswordType).
Definition: tcp_game.cpp:167
CommandQueue::Pop
CommandPacket * Pop(bool ignore_paused=false)
Return the first item in the queue and remove it from the queue.
Definition: network_command.cpp:76