OpenTTD Source: src/network/core/tcp_game.h Source File

OpenTTD Source 15.0-beta1

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
25 enum PacketGameType : uint8_t {
26 /*
27 * These first ten packets must remain in this order for backward and forward compatibility
28 * between clients that are trying to join directly. These packets can be received and/or sent
29 * by the server before the server has processed the 'join' packet from the client.
30 */
31
32 /* Packets sent by socket accepting code without ever constructing a client socket instance. */
33 PACKET_SERVER_FULL,
34 PACKET_SERVER_BANNED,
35
36 /* Packets used by the client to join and an error message when the revision is wrong. */
37 PACKET_CLIENT_JOIN,
38 PACKET_SERVER_ERROR,
39
40 /* Unused packet types, formerly used for the pre-game lobby. */
41 PACKET_CLIENT_UNUSED,
42 PACKET_SERVER_UNUSED,
43
44 /* Packets used to get the game info. */
45 PACKET_SERVER_GAME_INFO,
46 PACKET_CLIENT_GAME_INFO,
47
48 /* A server quitting this game. */
49 PACKET_SERVER_NEWGAME,
50 PACKET_SERVER_SHUTDOWN,
51
52 /*
53 * Packets after here assume that the client
54 * and server are running the same version. As
55 * such ordering is unimportant from here on.
56 *
57 * The following is the remainder of the packets
58 * sent as part of authenticating and getting
59 * the map and other important data.
60 */
61
62 /* After the join step, the first perform game authentication and enabling encryption. */
63 PACKET_SERVER_AUTH_REQUEST,
64 PACKET_CLIENT_AUTH_RESPONSE,
65 PACKET_SERVER_ENABLE_ENCRYPTION,
66
67 /* After the authentication is done, the next step is identification. */
68 PACKET_CLIENT_IDENTIFY,
69
70 /* After the identify step, the next is checking NewGRFs. */
71 PACKET_SERVER_CHECK_NEWGRFS,
72 PACKET_CLIENT_NEWGRFS_CHECKED,
73
74 /* The server welcomes the authenticated client and sends information of other clients. */
75 PACKET_SERVER_WELCOME,
76 PACKET_SERVER_CLIENT_INFO,
77
78 /* Getting the savegame/map. */
79 PACKET_CLIENT_GETMAP,
80 PACKET_SERVER_WAIT,
81 PACKET_SERVER_MAP_BEGIN,
82 PACKET_SERVER_MAP_SIZE,
83 PACKET_SERVER_MAP_DATA,
84 PACKET_SERVER_MAP_DONE,
85 PACKET_CLIENT_MAP_OK,
86
87 PACKET_SERVER_JOIN,
88
89 /*
90 * At this moment the client has the map and
91 * the client is fully authenticated. Now the
92 * normal communication starts.
93 */
94
95 /* Game progress monitoring. */
96 PACKET_SERVER_FRAME,
97 PACKET_CLIENT_ACK,
98 PACKET_SERVER_SYNC,
99
100 /* Sending commands around. */
101 PACKET_CLIENT_COMMAND,
102 PACKET_SERVER_COMMAND,
103
104 /* Human communication! */
105 PACKET_CLIENT_CHAT,
106 PACKET_SERVER_CHAT,
107 PACKET_SERVER_EXTERNAL_CHAT,
108
109 /* Remote console. */
110 PACKET_CLIENT_RCON,
111 PACKET_SERVER_RCON,
112
113 /* Moving a client.*/
114 PACKET_CLIENT_MOVE,
115 PACKET_SERVER_MOVE,
116
117 /* Configuration updates. */
118 PACKET_CLIENT_SET_NAME,
119 PACKET_SERVER_CONFIG_UPDATE,
120
121 /* A client quitting. */
122 PACKET_CLIENT_QUIT,
123 PACKET_SERVER_QUIT,
124 PACKET_CLIENT_ERROR,
125 PACKET_SERVER_ERROR_QUIT,
126
127 PACKET_END,
128};
129
131struct CommandPacket;
132
138 using CommandQueue = std::vector<CommandPacket>;
139
141 class NetworkGameSocketHandler : public NetworkTCPSocketHandler {
142/* TODO: rewrite into a proper class */
143private:
144 NetworkClientInfo *info;
145 bool is_pending_deletion = false;
146
147protected:
148 NetworkRecvStatus ReceiveInvalidPacket(PacketGameType type);
149
154 virtual NetworkRecvStatus Receive_SERVER_FULL(Packet &p);
155
160 virtual NetworkRecvStatus Receive_SERVER_BANNED(Packet &p);
161
173 virtual NetworkRecvStatus Receive_CLIENT_JOIN(Packet &p);
174
180 virtual NetworkRecvStatus Receive_SERVER_ERROR(Packet &p);
181
186 virtual NetworkRecvStatus Receive_CLIENT_GAME_INFO(Packet &p);
187
193 virtual NetworkRecvStatus Receive_SERVER_GAME_INFO(Packet &p);
194
203 virtual NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet &p);
204
211 virtual NetworkRecvStatus Receive_CLIENT_IDENTIFY(Packet &p);
212
220 virtual NetworkRecvStatus Receive_SERVER_AUTH_REQUEST(Packet &p);
221
229 virtual NetworkRecvStatus Receive_CLIENT_AUTH_RESPONSE(Packet &p);
230
237 virtual NetworkRecvStatus Receive_SERVER_ENABLE_ENCRYPTION(Packet &p);
238
244 virtual NetworkRecvStatus Receive_SERVER_WELCOME(Packet &p);
245
250 virtual NetworkRecvStatus Receive_CLIENT_GETMAP(Packet &p);
251
257 virtual NetworkRecvStatus Receive_SERVER_WAIT(Packet &p);
258
264 virtual NetworkRecvStatus Receive_SERVER_MAP_BEGIN(Packet &p);
265
271 virtual NetworkRecvStatus Receive_SERVER_MAP_SIZE(Packet &p);
272
278 virtual NetworkRecvStatus Receive_SERVER_MAP_DATA(Packet &p);
279
284 virtual NetworkRecvStatus Receive_SERVER_MAP_DONE(Packet &p);
285
290 virtual NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet &p);
291
297 virtual NetworkRecvStatus Receive_SERVER_JOIN(Packet &p);
298
308 virtual NetworkRecvStatus Receive_SERVER_FRAME(Packet &p);
309
317 virtual NetworkRecvStatus Receive_SERVER_SYNC(Packet &p);
318
325 virtual NetworkRecvStatus Receive_CLIENT_ACK(Packet &p);
326
336 virtual NetworkRecvStatus Receive_CLIENT_COMMAND(Packet &p);
337
348 virtual NetworkRecvStatus Receive_SERVER_COMMAND(Packet &p);
349
359 virtual NetworkRecvStatus Receive_CLIENT_CHAT(Packet &p);
360
369 virtual NetworkRecvStatus Receive_SERVER_CHAT(Packet &p);
370
379 virtual NetworkRecvStatus Receive_SERVER_EXTERNAL_CHAT(Packet &p);
380
386 virtual NetworkRecvStatus Receive_CLIENT_SET_NAME(Packet &p);
387
392 virtual NetworkRecvStatus Receive_CLIENT_QUIT(Packet &p);
393
399 virtual NetworkRecvStatus Receive_CLIENT_ERROR(Packet &p);
400
406 virtual NetworkRecvStatus Receive_SERVER_QUIT(Packet &p);
407
414 virtual NetworkRecvStatus Receive_SERVER_ERROR_QUIT(Packet &p);
415
420 virtual NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet &p);
421
426 virtual NetworkRecvStatus Receive_SERVER_NEWGAME(Packet &p);
427
434 virtual NetworkRecvStatus Receive_SERVER_RCON(Packet &p);
435
442 virtual NetworkRecvStatus Receive_CLIENT_RCON(Packet &p);
443
451 virtual NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet &p);
452
457 virtual NetworkRecvStatus Receive_CLIENT_NEWGRFS_CHECKED(Packet &p);
458
465 virtual NetworkRecvStatus Receive_SERVER_MOVE(Packet &p);
466
472 virtual NetworkRecvStatus Receive_CLIENT_MOVE(Packet &p);
473
480 virtual NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet &p);
481
482 NetworkRecvStatus HandlePacket(Packet &p);
483
484 NetworkGameSocketHandler(SOCKET s);
485public:
486 ClientID client_id;
487 uint32_t last_frame;
488 uint32_t last_frame_server;
489 CommandQueue incoming_queue;
490 std::chrono::steady_clock::time_point last_packet;
491
492 NetworkRecvStatus CloseConnection(bool error = true) override;
493
498 virtual NetworkRecvStatus CloseConnection(NetworkRecvStatus status) = 0;
499 virtual ~NetworkGameSocketHandler() = default;
500
505 inline void SetInfo(NetworkClientInfo *info)
506 {
507 assert(info != nullptr && this->info == nullptr);
508 this->info = info;
509 }
510
515 inline NetworkClientInfo *GetInfo() const
516 {
517 return this->info;
518 }
519
520 NetworkRecvStatus ReceivePackets();
521
522 const char *ReceiveCommand(Packet &p, CommandPacket &cp);
523 void SendCommand(Packet &p, const CommandPacket &cp);
524
525 bool IsPendingDeletion() const { return this->is_pending_deletion; }
526
527 void DeferDeletion();
528 static void ProcessDeferredDeletions();
529};
530
531#endif /* NETWORK_CORE_TCP_GAME_H */
NetworkGameSocketHandler
Base socket handler for all TCP sockets.
Definition tcp_game.h:141
NetworkGameSocketHandler::Receive_CLIENT_MOVE
virtual NetworkRecvStatus Receive_CLIENT_MOVE(Packet &p)
Request the server to move this client into another company: uint8_t ID of the company the client wan...
Definition tcp_game.cpp:196
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_t Current frame.
Definition tcp_game.cpp:170
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:171
NetworkGameSocketHandler::ReceivePackets
NetworkRecvStatus ReceivePackets()
Do the actual receiving of packets.
Definition tcp_game.cpp:134
NetworkGameSocketHandler::is_pending_deletion
bool is_pending_deletion
Whether this socket is pending deletion.
Definition tcp_game.h:145
NetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE
virtual NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet &p)
Update the clients knowledge of the max settings: uint8_t Maximum number of companies allowed.
Definition tcp_game.cpp:197
NetworkGameSocketHandler::Receive_SERVER_BANNED
virtual NetworkRecvStatus Receive_SERVER_BANNED(Packet &p)
Notification that the client trying to join is banned.
Definition tcp_game.cpp:157
NetworkGameSocketHandler::Receive_SERVER_SYNC
virtual NetworkRecvStatus Receive_SERVER_SYNC(Packet &p)
Sends a sync-check to the client: uint32_t Frame counter.
Definition tcp_game.cpp:177
NetworkGameSocketHandler::Receive_SERVER_COMMAND
virtual NetworkRecvStatus Receive_SERVER_COMMAND(Packet &p)
Sends a DoCommand to the client: uint8_t ID of the company (0..MAX_COMPANIES-1).
Definition tcp_game.cpp:180
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:173
NetworkGameSocketHandler::Receive_CLIENT_ACK
virtual NetworkRecvStatus Receive_CLIENT_ACK(Packet &p)
Tell the server we are done with this frame: uint32_t Current frame counter of the client.
Definition tcp_game.cpp:178
NetworkGameSocketHandler::Receive_SERVER_ENABLE_ENCRYPTION
virtual NetworkRecvStatus Receive_SERVER_ENABLE_ENCRYPTION(Packet &p)
Indication to the client that authentication is complete and encryption has to be used from here on f...
Definition tcp_game.cpp:166
NetworkGameSocketHandler::Receive_SERVER_GAME_INFO
virtual NetworkRecvStatus Receive_SERVER_GAME_INFO(Packet &p)
Sends information about the game.
Definition tcp_game.cpp:161
NetworkGameSocketHandler::last_frame
uint32_t last_frame
Last frame we have executed.
Definition tcp_game.h:487
NetworkGameSocketHandler::Receive_SERVER_WELCOME
virtual NetworkRecvStatus Receive_SERVER_WELCOME(Packet &p)
The client is joined and ready to receive their map: uint32_t Own client ID.
Definition tcp_game.cpp:167
NetworkGameSocketHandler::GetInfo
NetworkClientInfo * GetInfo() const
Gets the client info of this socket handler.
Definition tcp_game.h:515
NetworkGameSocketHandler::Receive_CLIENT_QUIT
virtual NetworkRecvStatus Receive_CLIENT_QUIT(Packet &p)
The client is quitting the game.
Definition tcp_game.cpp:185
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:194
NetworkGameSocketHandler::Receive_SERVER_SHUTDOWN
virtual NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet &p)
Let the clients know that the server is closing.
Definition tcp_game.cpp:189
NetworkGameSocketHandler::Receive_SERVER_FRAME
virtual NetworkRecvStatus Receive_SERVER_FRAME(Packet &p)
Sends the current frame counter to the client: uint32_t Frame counter uint32_t Frame counter max (how...
Definition tcp_game.cpp:176
NetworkGameSocketHandler::Receive_CLIENT_AUTH_RESPONSE
virtual NetworkRecvStatus Receive_CLIENT_AUTH_RESPONSE(Packet &p)
Send the response to the authentication request: 32 * uint8_t Public key of the client.
Definition tcp_game.cpp:165
NetworkGameSocketHandler::Receive_SERVER_MOVE
virtual NetworkRecvStatus Receive_SERVER_MOVE(Packet &p)
Move a client from one company into another: uint32_t ID of the client.
Definition tcp_game.cpp:195
NetworkGameSocketHandler::Receive_SERVER_AUTH_REQUEST
virtual NetworkRecvStatus Receive_SERVER_AUTH_REQUEST(Packet &p)
Indication to the client that it needs to authenticate: uint8_t The NetworkAuthenticationMethod to us...
Definition tcp_game.cpp:164
NetworkGameSocketHandler::Receive_SERVER_QUIT
virtual NetworkRecvStatus Receive_SERVER_QUIT(Packet &p)
Notification that a client left the game: uint32_t ID of the client.
Definition tcp_game.cpp:187
NetworkGameSocketHandler::ReceiveInvalidPacket
NetworkRecvStatus ReceiveInvalidPacket(PacketGameType type)
Helper for logging receiving invalid packets.
Definition tcp_game.cpp:150
NetworkGameSocketHandler::Receive_CLIENT_GETMAP
virtual NetworkRecvStatus Receive_CLIENT_GETMAP(Packet &p)
Request the map from the server.
Definition tcp_game.cpp:168
NetworkGameSocketHandler::client_id
ClientID client_id
Client identifier.
Definition tcp_game.h:486
NetworkGameSocketHandler::CloseConnection
virtual NetworkRecvStatus CloseConnection(NetworkRecvStatus status)=0
Close the network connection due to the given status.
NetworkGameSocketHandler::incoming_queue
CommandQueue incoming_queue
The command-queue awaiting handling.
Definition tcp_game.h:489
NetworkGameSocketHandler::last_packet
std::chrono::steady_clock::time_point last_packet
Time we received the last frame.
Definition tcp_game.h:490
NetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS
virtual NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet &p)
Sends information about all used GRFs to the client: uint8_t Amount of GRFs (the following data is re...
Definition tcp_game.cpp:193
NetworkGameSocketHandler::Receive_CLIENT_JOIN
virtual NetworkRecvStatus Receive_CLIENT_JOIN(Packet &p)
Try to join the server: string OpenTTD revision (norev0000 if no revision).
Definition tcp_game.cpp:158
NetworkGameSocketHandler::SetInfo
void SetInfo(NetworkClientInfo *info)
Sets the client info for this socket handler.
Definition tcp_game.h:505
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_t ID of ...
Definition tcp_game.cpp:188
NetworkGameSocketHandler::ReceiveCommand
const char * ReceiveCommand(Packet &p, CommandPacket &cp)
Receives a command from the network.
Definition network_command.cpp:363
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:192
NetworkGameSocketHandler::last_frame_server
uint32_t last_frame_server
Last frame the server has executed.
Definition tcp_game.h:488
NetworkGameSocketHandler::Receive_SERVER_ERROR
virtual NetworkRecvStatus Receive_SERVER_ERROR(Packet &p)
The client made an error: uint8_t Error code caused (see NetworkErrorCode).
Definition tcp_game.cpp:159
NetworkGameSocketHandler::Receive_CLIENT_CHAT
virtual NetworkRecvStatus Receive_CLIENT_CHAT(Packet &p)
Sends a chat-packet to the server: uint8_t ID of the action (see NetworkAction).
Definition tcp_game.cpp:181
NetworkGameSocketHandler::info
NetworkClientInfo * info
Client info related to this socket.
Definition tcp_game.h:144
NetworkGameSocketHandler::HandlePacket
NetworkRecvStatus HandlePacket(Packet &p)
Handle the given packet, i.e.
Definition tcp_game.cpp:64
NetworkGameSocketHandler::Receive_CLIENT_GAME_INFO
virtual NetworkRecvStatus Receive_CLIENT_GAME_INFO(Packet &p)
Request game information.
Definition tcp_game.cpp:160
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:174
NetworkGameSocketHandler::SendCommand
void SendCommand(Packet &p, const CommandPacket &cp)
Sends a command over the network.
Definition network_command.cpp:384
NetworkGameSocketHandler::Receive_SERVER_CHAT
virtual NetworkRecvStatus Receive_SERVER_CHAT(Packet &p)
Sends a chat-packet to the client: uint8_t ID of the action (see NetworkAction).
Definition tcp_game.cpp:182
NetworkGameSocketHandler::Receive_SERVER_RCON
virtual NetworkRecvStatus Receive_SERVER_RCON(Packet &p)
Send the result of an issues RCon command back to the client: uint16_t Colour code.
Definition tcp_game.cpp:191
NetworkGameSocketHandler::Receive_CLIENT_COMMAND
virtual NetworkRecvStatus Receive_CLIENT_COMMAND(Packet &p)
Send a DoCommand to the Server: uint8_t ID of the company (0..MAX_COMPANIES-1).
Definition tcp_game.cpp:179
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:175
NetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO
virtual NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet &p)
Send information about a client: uint32_t ID of the client (always unique on a server.
Definition tcp_game.cpp:162
NetworkGameSocketHandler::Receive_SERVER_WAIT
virtual NetworkRecvStatus Receive_SERVER_WAIT(Packet &p)
Notification that another client is currently receiving the map: uint8_t Number of clients waiting in...
Definition tcp_game.cpp:169
NetworkGameSocketHandler::Receive_CLIENT_IDENTIFY
virtual NetworkRecvStatus Receive_CLIENT_IDENTIFY(Packet &p)
The client tells the server about the identity of the client: string Name of the client (max NETWORK_...
Definition tcp_game.cpp:163
NetworkGameSocketHandler::Receive_SERVER_FULL
virtual NetworkRecvStatus Receive_SERVER_FULL(Packet &p)
Notification that the server is full.
Definition tcp_game.cpp:156
NetworkGameSocketHandler::CloseConnection
NetworkRecvStatus CloseConnection(bool error=true) override
Functions to help ReceivePacket/SendPacket a bit A socket can make errors.
Definition tcp_game.cpp:43
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:172
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:186
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:183
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:190
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:184
NetworkTCPSocketHandler
Base socket handler for all TCP sockets.
Definition tcp.h:31
NetworkRecvStatus
NetworkRecvStatus
Status of a network client; reasons why a client has quit.
Definition core.h:23
ClientID
ClientID
'Unique' identifier to be given to clients
Definition network_type.h:49
os_abstraction.h
Network stuff has many things that needs to be included and/or implemented by default.
CommandPacket
Everything we need to know about a command to be able to execute it.
Definition network_internal.h:94
NetworkClientInfo
Container for all information known about a client.
Definition network_base.h:24
Packet
Internal entity of a packet.
Definition packet.h:42
tcp.h
Basic functions to receive and send TCP packets.
PacketGameType
PacketGameType
Enum with all types of TCP packets.
Definition tcp_game.h:25
PACKET_SERVER_UNUSED
@ PACKET_SERVER_UNUSED
Unused.
Definition tcp_game.h:42
PACKET_CLIENT_IDENTIFY
@ PACKET_CLIENT_IDENTIFY
Client telling the server the client's name and requested company.
Definition tcp_game.h:68
PACKET_SERVER_JOIN
@ PACKET_SERVER_JOIN
Tells clients that a new client has joined.
Definition tcp_game.h:87
PACKET_SERVER_MAP_SIZE
@ PACKET_SERVER_MAP_SIZE
Server tells the client what the (compressed) size of the map is.
Definition tcp_game.h:82
PACKET_SERVER_RCON
@ PACKET_SERVER_RCON
Response of the executed command on the server.
Definition tcp_game.h:111
PACKET_SERVER_MAP_BEGIN
@ PACKET_SERVER_MAP_BEGIN
Server tells the client that it is beginning to send the map.
Definition tcp_game.h:81
PACKET_SERVER_SYNC
@ PACKET_SERVER_SYNC
Server tells the client what the random state should be.
Definition tcp_game.h:98
PACKET_CLIENT_GETMAP
@ PACKET_CLIENT_GETMAP
Client requests the actual map.
Definition tcp_game.h:79
PACKET_CLIENT_ERROR
@ PACKET_CLIENT_ERROR
A client reports an error to the server.
Definition tcp_game.h:124
PACKET_SERVER_WAIT
@ PACKET_SERVER_WAIT
Server tells the client there are some people waiting for the map as well.
Definition tcp_game.h:80
PACKET_END
@ PACKET_END
Must ALWAYS be on the end of this list!! (period)
Definition tcp_game.h:127
PACKET_SERVER_CONFIG_UPDATE
@ PACKET_SERVER_CONFIG_UPDATE
Some network configuration important to the client changed.
Definition tcp_game.h:119
PACKET_CLIENT_JOIN
@ PACKET_CLIENT_JOIN
The client telling the server it wants to join.
Definition tcp_game.h:37
PACKET_CLIENT_AUTH_RESPONSE
@ PACKET_CLIENT_AUTH_RESPONSE
The client responds to the authentication request.
Definition tcp_game.h:64
PACKET_CLIENT_NEWGRFS_CHECKED
@ PACKET_CLIENT_NEWGRFS_CHECKED
Client acknowledges that it has all required NewGRFs.
Definition tcp_game.h:72
PACKET_SERVER_ENABLE_ENCRYPTION
@ PACKET_SERVER_ENABLE_ENCRYPTION
The server tells that authentication has completed and requests to enable encryption with the keys of...
Definition tcp_game.h:65
PACKET_SERVER_GAME_INFO
@ PACKET_SERVER_GAME_INFO
Information about the server.
Definition tcp_game.h:45
PACKET_CLIENT_COMMAND
@ PACKET_CLIENT_COMMAND
Client executed a command and sends it to the server.
Definition tcp_game.h:101
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:125
PACKET_SERVER_CLIENT_INFO
@ PACKET_SERVER_CLIENT_INFO
Server sends you information about a client.
Definition tcp_game.h:76
PACKET_CLIENT_SET_NAME
@ PACKET_CLIENT_SET_NAME
A client changes its name.
Definition tcp_game.h:118
PACKET_SERVER_WELCOME
@ PACKET_SERVER_WELCOME
Server welcomes you and gives you your ClientID.
Definition tcp_game.h:75
PACKET_CLIENT_ACK
@ PACKET_CLIENT_ACK
The client tells the server which frame it has executed.
Definition tcp_game.h:97
PACKET_SERVER_BANNED
@ PACKET_SERVER_BANNED
The server has banned you.
Definition tcp_game.h:34
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:96
PACKET_SERVER_EXTERNAL_CHAT
@ PACKET_SERVER_EXTERNAL_CHAT
Server distributing the message from external source.
Definition tcp_game.h:107
PACKET_SERVER_CHAT
@ PACKET_SERVER_CHAT
Server distributing the message of a client (or itself).
Definition tcp_game.h:106
PACKET_SERVER_COMMAND
@ PACKET_SERVER_COMMAND
Server distributes a command to (all) the clients.
Definition tcp_game.h:102
PACKET_SERVER_SHUTDOWN
@ PACKET_SERVER_SHUTDOWN
The server is shutting down.
Definition tcp_game.h:50
PACKET_SERVER_AUTH_REQUEST
@ PACKET_SERVER_AUTH_REQUEST
The server requests the client to authenticate using a number of methods.
Definition tcp_game.h:63
PACKET_CLIENT_RCON
@ PACKET_CLIENT_RCON
Client asks the server to execute some command.
Definition tcp_game.h:110
PACKET_SERVER_NEWGAME
@ PACKET_SERVER_NEWGAME
The server is preparing to start a new game.
Definition tcp_game.h:49
PACKET_SERVER_MOVE
@ PACKET_SERVER_MOVE
Server tells everyone that someone is moved to another company.
Definition tcp_game.h:115
PACKET_CLIENT_UNUSED
@ PACKET_CLIENT_UNUSED
Unused.
Definition tcp_game.h:41
PACKET_SERVER_MAP_DATA
@ PACKET_SERVER_MAP_DATA
Server sends bits of the map to the client.
Definition tcp_game.h:83
PACKET_CLIENT_MAP_OK
@ PACKET_CLIENT_MAP_OK
Client tells the server that it received the whole map.
Definition tcp_game.h:85
PACKET_CLIENT_QUIT
@ PACKET_CLIENT_QUIT
A client tells the server it is going to quit.
Definition tcp_game.h:122
PACKET_CLIENT_MOVE
@ PACKET_CLIENT_MOVE
A client would like to be moved to another company.
Definition tcp_game.h:114
PACKET_SERVER_FULL
@ PACKET_SERVER_FULL
The server is full and has no place for you.
Definition tcp_game.h:33
PACKET_SERVER_QUIT
@ PACKET_SERVER_QUIT
A server tells that a client has quit.
Definition tcp_game.h:123
PACKET_SERVER_ERROR
@ PACKET_SERVER_ERROR
Server sending an error message to the client.
Definition tcp_game.h:38
PACKET_SERVER_CHECK_NEWGRFS
@ PACKET_SERVER_CHECK_NEWGRFS
Server sends NewGRF IDs and MD5 checksums for the client to check.
Definition tcp_game.h:71
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:84
PACKET_CLIENT_CHAT
@ PACKET_CLIENT_CHAT
Client said something that should be distributed.
Definition tcp_game.h:105
PACKET_CLIENT_GAME_INFO
@ PACKET_CLIENT_GAME_INFO
Request information about the server.
Definition tcp_game.h:46
CommandQueue
std::vector< CommandPacket > CommandQueue
A "queue" of CommandPackets.
Definition tcp_game.h:138