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(svn r22423) -Document: some network stuff

release/1.2
rubidium 2011-05-04 20:24:23 +00:00
parent 14081d91c9
commit 944a5cb7aa
11 changed files with 213 additions and 48 deletions

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@ -44,8 +44,10 @@
bool _ddc_fastforward = true; bool _ddc_fastforward = true;
#endif /* DEBUG_DUMP_COMMANDS */ #endif /* DEBUG_DUMP_COMMANDS */
/** Make sure both pools have the same size. */
assert_compile(NetworkClientInfoPool::MAX_SIZE == NetworkClientSocketPool::MAX_SIZE); assert_compile(NetworkClientInfoPool::MAX_SIZE == NetworkClientSocketPool::MAX_SIZE);
/** The pool with client information. */
NetworkClientInfoPool _networkclientinfo_pool("NetworkClientInfo"); NetworkClientInfoPool _networkclientinfo_pool("NetworkClientInfo");
INSTANTIATE_POOL_METHODS(NetworkClientInfo) INSTANTIATE_POOL_METHODS(NetworkClientInfo)
@ -54,30 +56,30 @@ bool _network_server; ///< network-server is active
bool _network_available; ///< is network mode available? bool _network_available; ///< is network mode available?
bool _network_dedicated; ///< are we a dedicated server? bool _network_dedicated; ///< are we a dedicated server?
bool _is_network_server; ///< Does this client wants to be a network-server? bool _is_network_server; ///< Does this client wants to be a network-server?
NetworkServerGameInfo _network_game_info; NetworkServerGameInfo _network_game_info; ///< Information about our game.
NetworkCompanyState *_network_company_states = NULL; NetworkCompanyState *_network_company_states = NULL; ///< Statistics about some companies.
ClientID _network_own_client_id; ClientID _network_own_client_id; ///< Our client identifier.
ClientID _redirect_console_to_client; ClientID _redirect_console_to_client; ///< If not invalid, redirect the console output to a client.
bool _network_need_advertise; bool _network_need_advertise; ///< Whether we need to advertise.
uint32 _network_last_advertise_frame; uint32 _network_last_advertise_frame; ///< Last time we did advertise.
uint8 _network_reconnect; uint8 _network_reconnect; ///< Reconnect timeout
StringList _network_bind_list; StringList _network_bind_list; ///< The addresses to bind on.
StringList _network_host_list; StringList _network_host_list; ///< The servers we know.
StringList _network_ban_list; StringList _network_ban_list; ///< The banned clients.
uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode uint32 _frame_counter_server; ///< The frame_counter of the server, if in network-mode
uint32 _frame_counter_max; // To where we may go with our clients uint32 _frame_counter_max; ///< To where we may go with our clients
uint32 _frame_counter; uint32 _frame_counter; ///< The current frame.
uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients. uint32 _last_sync_frame; ///< Used in the server to store the last time a sync packet was sent to clients.
NetworkAddressList _broadcast_list; NetworkAddressList _broadcast_list; ///< List of broadcast addresses.
uint32 _sync_seed_1; uint32 _sync_seed_1; ///< Seed to compare during sync checks.
#ifdef NETWORK_SEND_DOUBLE_SEED #ifdef NETWORK_SEND_DOUBLE_SEED
uint32 _sync_seed_2; uint32 _sync_seed_2; ///< Second part of the seed.
#endif #endif
uint32 _sync_frame; uint32 _sync_frame; ///< The frame to perform the sync check.
bool _network_first_time; bool _network_first_time; ///< Whether we have finished joining or not.
bool _network_udp_server; bool _network_udp_server; ///< Is the UDP server started?
uint16 _network_udp_broadcast; uint16 _network_udp_broadcast; ///< Timeout for the UDP broadcasts.
uint8 _network_advertise_retries; uint8 _network_advertise_retries; ///< The number of advertisement retries we did.
CompanyMask _network_company_passworded; ///< Bitmask of the password status of all companies. CompanyMask _network_company_passworded; ///< Bitmask of the password status of all companies.
/* Check whether NETWORK_NUM_LANDSCAPES is still in sync with NUM_LANDSCAPE */ /* Check whether NETWORK_NUM_LANDSCAPES is still in sync with NUM_LANDSCAPE */
@ -88,7 +90,7 @@ extern NetworkUDPSocketHandler *_udp_client_socket; ///< udp client socket
extern NetworkUDPSocketHandler *_udp_server_socket; ///< udp server socket extern NetworkUDPSocketHandler *_udp_server_socket; ///< udp server socket
extern NetworkUDPSocketHandler *_udp_master_socket; ///< udp master socket extern NetworkUDPSocketHandler *_udp_master_socket; ///< udp master socket
/* The amount of clients connected */ /** The amount of clients connected */
byte _network_clients_connected = 0; byte _network_clients_connected = 0;
/* Some externs / forwards */ /* Some externs / forwards */

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@ -33,6 +33,7 @@ AdminIndex _redirect_console_to_admin = INVALID_ADMIN_ID;
/** The amount of admins connected. */ /** The amount of admins connected. */
byte _network_admins_connected = 0; byte _network_admins_connected = 0;
/** The pool with sockets/clients. */
NetworkAdminSocketPool _networkadminsocket_pool("NetworkAdminSocket"); NetworkAdminSocketPool _networkadminsocket_pool("NetworkAdminSocket");
INSTANTIATE_POOL_METHODS(NetworkAdminSocket) INSTANTIATE_POOL_METHODS(NetworkAdminSocket)
@ -52,6 +53,7 @@ static const AdminUpdateFrequency _admin_update_type_frequencies[] = {
ADMIN_FREQUENCY_POLL, ///< ADMIN_UPDATE_CMD_NAMES ADMIN_FREQUENCY_POLL, ///< ADMIN_UPDATE_CMD_NAMES
ADMIN_FREQUENCY_AUTOMATIC, ///< ADMIN_UPDATE_CMD_LOGGING ADMIN_FREQUENCY_AUTOMATIC, ///< ADMIN_UPDATE_CMD_LOGGING
}; };
/** Sanity check. */
assert_compile(lengthof(_admin_update_type_frequencies) == ADMIN_UPDATE_END); assert_compile(lengthof(_admin_update_type_frequencies) == ADMIN_UPDATE_END);
/** /**
@ -655,7 +657,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::Receive_ADMIN_CHAT(Packet *p)
/** /**
* Notify the admin network of a new client (if they did opt in for the respective update). * Notify the admin network of a new client (if they did opt in for the respective update).
* @param ci the client info. * @param cs the client info.
* @param new_client if this is a new client, send the respective packet too. * @param new_client if this is a new client, send the respective packet too.
*/ */
void NetworkAdminClientInfo(const NetworkClientSocket *cs, bool new_client) void NetworkAdminClientInfo(const NetworkClientSocket *cs, bool new_client)

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@ -19,9 +19,11 @@
#include "../core/pool_type.hpp" #include "../core/pool_type.hpp"
#include "../company_type.h" #include "../company_type.h"
/** Type for the pool with client information. */
typedef Pool<NetworkClientInfo, ClientIndex, 8, MAX_CLIENT_SLOTS, PT_NCLIENT> NetworkClientInfoPool; typedef Pool<NetworkClientInfo, ClientIndex, 8, MAX_CLIENT_SLOTS, PT_NCLIENT> NetworkClientInfoPool;
extern NetworkClientInfoPool _networkclientinfo_pool; extern NetworkClientInfoPool _networkclientinfo_pool;
/** Container for all information known about a client. */
struct NetworkClientInfo : NetworkClientInfoPool::PoolItem<&_networkclientinfo_pool> { struct NetworkClientInfo : NetworkClientInfoPool::PoolItem<&_networkclientinfo_pool> {
ClientID client_id; ///< Client identifier (same as ClientState->client_id) ClientID client_id; ///< Client identifier (same as ClientState->client_id)
char client_name[NETWORK_CLIENT_NAME_LENGTH]; ///< Name of the client char client_name[NETWORK_CLIENT_NAME_LENGTH]; ///< Name of the client
@ -29,13 +31,27 @@ struct NetworkClientInfo : NetworkClientInfoPool::PoolItem<&_networkclientinfo_p
CompanyID client_playas; ///< As which company is this client playing (CompanyID) CompanyID client_playas; ///< As which company is this client playing (CompanyID)
Date join_date; ///< Gamedate the client has joined Date join_date; ///< Gamedate the client has joined
/**
* Create a new client.
* @param client_id The unique identifier of the client.
*/
NetworkClientInfo(ClientID client_id = INVALID_CLIENT_ID) : client_id(client_id) {} NetworkClientInfo(ClientID client_id = INVALID_CLIENT_ID) : client_id(client_id) {}
~NetworkClientInfo(); ~NetworkClientInfo();
static NetworkClientInfo *GetByClientID(ClientID client_id); static NetworkClientInfo *GetByClientID(ClientID client_id);
}; };
/**
* Iterate over all the clients from a given index.
* @param var The variable to iterate with.
* @param start The location to start the iteration from.
*/
#define FOR_ALL_CLIENT_INFOS_FROM(var, start) FOR_ALL_ITEMS_FROM(NetworkClientInfo, clientinfo_index, var, start) #define FOR_ALL_CLIENT_INFOS_FROM(var, start) FOR_ALL_ITEMS_FROM(NetworkClientInfo, clientinfo_index, var, start)
/**
* Iterate over all the clients.
* @param var The variable to iterate with.
*/
#define FOR_ALL_CLIENT_INFOS(var) FOR_ALL_CLIENT_INFOS_FROM(var, 0) #define FOR_ALL_CLIENT_INFOS(var) FOR_ALL_CLIENT_INFOS_FROM(var, 0)
#endif /* ENABLE_NETWORK */ #endif /* ENABLE_NETWORK */

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@ -280,6 +280,7 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
/** Our client's connection. */ /** Our client's connection. */
ClientNetworkGameSocketHandler * ClientNetworkGameSocketHandler::my_client = NULL; ClientNetworkGameSocketHandler * ClientNetworkGameSocketHandler::my_client = NULL;
/** Last frame we performed an ack. */
static uint32 last_ack_frame; static uint32 last_ack_frame;
/** One bit of 'entropy' used to generate a salt for the company passwords. */ /** One bit of 'entropy' used to generate a salt for the company passwords. */
@ -308,6 +309,7 @@ assert_compile(NETWORK_SERVER_ID_LENGTH == 16 * 2 + 1);
* DEF_CLIENT_SEND_COMMAND has no parameters * DEF_CLIENT_SEND_COMMAND has no parameters
************/ ************/
/** Query the server for company information. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyInformationQuery() NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyInformationQuery()
{ {
my_client->status = STATUS_COMPANY_INFO; my_client->status = STATUS_COMPANY_INFO;
@ -319,6 +321,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyInformationQuery()
return NETWORK_RECV_STATUS_OKAY; return NETWORK_RECV_STATUS_OKAY;
} }
/** Tell the server we would like to join. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin() NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
{ {
my_client->status = STATUS_JOIN; my_client->status = STATUS_JOIN;
@ -334,6 +337,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
return NETWORK_RECV_STATUS_OKAY; return NETWORK_RECV_STATUS_OKAY;
} }
/** Tell the server we got all the NewGRFs. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk() NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk()
{ {
Packet *p = new Packet(PACKET_CLIENT_NEWGRFS_CHECKED); Packet *p = new Packet(PACKET_CLIENT_NEWGRFS_CHECKED);
@ -341,6 +345,10 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk()
return NETWORK_RECV_STATUS_OKAY; return NETWORK_RECV_STATUS_OKAY;
} }
/**
* Set the game password as requested.
* @param password The game password.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *password) NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *password)
{ {
Packet *p = new Packet(PACKET_CLIENT_GAME_PASSWORD); Packet *p = new Packet(PACKET_CLIENT_GAME_PASSWORD);
@ -349,6 +357,10 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *p
return NETWORK_RECV_STATUS_OKAY; return NETWORK_RECV_STATUS_OKAY;
} }
/**
* Set the company password as requested.
* @param password The company password.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char *password) NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char *password)
{ {
Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD); Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD);
@ -357,6 +369,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char
return NETWORK_RECV_STATUS_OKAY; return NETWORK_RECV_STATUS_OKAY;
} }
/** Request the map from the server. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap() NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap()
{ {
my_client->status = STATUS_MAP_WAIT; my_client->status = STATUS_MAP_WAIT;
@ -373,6 +386,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap()
return NETWORK_RECV_STATUS_OKAY; return NETWORK_RECV_STATUS_OKAY;
} }
/** Tell the server we received the complete map. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk() NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk()
{ {
my_client->status = STATUS_ACTIVE; my_client->status = STATUS_ACTIVE;
@ -382,6 +396,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk()
return NETWORK_RECV_STATUS_OKAY; return NETWORK_RECV_STATUS_OKAY;
} }
/** Send an acknowledgement from the server's ticks. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck() NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
{ {
Packet *p = new Packet(PACKET_CLIENT_ACK); Packet *p = new Packet(PACKET_CLIENT_ACK);
@ -392,7 +407,10 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
return NETWORK_RECV_STATUS_OKAY; return NETWORK_RECV_STATUS_OKAY;
} }
/* Send a command packet to the server */ /**
* Send a command to the server.
* @param cp The command to send.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacket *cp) NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
{ {
Packet *p = new Packet(PACKET_CLIENT_COMMAND); Packet *p = new Packet(PACKET_CLIENT_COMMAND);
@ -402,7 +420,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacke
return NETWORK_RECV_STATUS_OKAY; return NETWORK_RECV_STATUS_OKAY;
} }
/* Send a chat-packet over the network */ /** Send a chat-packet over the network */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data) NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data)
{ {
Packet *p = new Packet(PACKET_CLIENT_CHAT); Packet *p = new Packet(PACKET_CLIENT_CHAT);
@ -417,7 +435,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action,
return NETWORK_RECV_STATUS_OKAY; return NETWORK_RECV_STATUS_OKAY;
} }
/* Send an error-packet over the network */ /** Send an error-packet over the network */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode errorno) NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode errorno)
{ {
Packet *p = new Packet(PACKET_CLIENT_ERROR); Packet *p = new Packet(PACKET_CLIENT_ERROR);
@ -427,6 +445,10 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode err
return NETWORK_RECV_STATUS_OKAY; return NETWORK_RECV_STATUS_OKAY;
} }
/**
* Tell the server that we like to change the password of the company.
* @param password The new password.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const char *password) NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const char *password)
{ {
Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD); Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD);
@ -436,6 +458,10 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const char *pa
return NETWORK_RECV_STATUS_OKAY; return NETWORK_RECV_STATUS_OKAY;
} }
/**
* Tell the server that we like to change the name of the client.
* @param name The new name.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const char *name) NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const char *name)
{ {
Packet *p = new Packet(PACKET_CLIENT_SET_NAME); Packet *p = new Packet(PACKET_CLIENT_SET_NAME);
@ -445,6 +471,9 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const char *name)
return NETWORK_RECV_STATUS_OKAY; return NETWORK_RECV_STATUS_OKAY;
} }
/**
* Tell the server we would like to quit.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit() NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit()
{ {
Packet *p = new Packet(PACKET_CLIENT_QUIT); Packet *p = new Packet(PACKET_CLIENT_QUIT);
@ -453,6 +482,11 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit()
return NETWORK_RECV_STATUS_OKAY; return NETWORK_RECV_STATUS_OKAY;
} }
/**
* Send a console command.
* @param pass The password for the remote command.
* @param command The actual command.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const char *pass, const char *command) NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const char *pass, const char *command)
{ {
Packet *p = new Packet(PACKET_CLIENT_RCON); Packet *p = new Packet(PACKET_CLIENT_RCON);
@ -462,6 +496,11 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const char *pass, con
return NETWORK_RECV_STATUS_OKAY; return NETWORK_RECV_STATUS_OKAY;
} }
/**
* Ask the server to move us.
* @param company The company to move to.
* @param password The password of the company to move to.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, const char *password) NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, const char *password)
{ {
Packet *p = new Packet(PACKET_CLIENT_MOVE); Packet *p = new Packet(PACKET_CLIENT_MOVE);
@ -1131,7 +1170,7 @@ void ClientNetworkGameSocketHandler::CheckConnection()
} }
/* Is called after a client is connected to the server */ /** Is called after a client is connected to the server */
void NetworkClient_Connected() void NetworkClient_Connected()
{ {
/* Set the frame-counter to 0 so nothing happens till we are ready */ /* Set the frame-counter to 0 so nothing happens till we are ready */
@ -1142,6 +1181,11 @@ void NetworkClient_Connected()
MyClient::SendJoin(); MyClient::SendJoin();
} }
/**
* Send a remote console command.
* @param password The password.
* @param command The command to execute.
*/
void NetworkClientSendRcon(const char *password, const char *command) void NetworkClientSendRcon(const char *password, const char *command)
{ {
MyClient::SendRCon(password, command); MyClient::SendRCon(password, command);
@ -1158,6 +1202,10 @@ void NetworkClientRequestMove(CompanyID company_id, const char *pass)
MyClient::SendMove(company_id, pass); MyClient::SendMove(company_id, pass);
} }
/**
* Move the clients of a company to the spectators.
* @param cid The company to move the clients of.
*/
void NetworkClientsToSpectators(CompanyID cid) void NetworkClientsToSpectators(CompanyID cid)
{ {
Backup<CompanyByte> cur_company(_current_company, FILE_LINE); Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
@ -1174,6 +1222,9 @@ void NetworkClientsToSpectators(CompanyID cid)
cur_company.Restore(); cur_company.Restore();
} }
/**
* Send the server our name.
*/
void NetworkUpdateClientName() void NetworkUpdateClientName()
{ {
NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(_network_own_client_id); NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
@ -1194,6 +1245,14 @@ void NetworkUpdateClientName()
} }
} }
/**
* Send a chat message.
* @param action The action associated with the message.
* @param type The destination type.
* @param dest The destination index, be it a company index or client id.
* @param msg The actual message.
* @param data Arbitrary extra data.
*/
void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data) void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data)
{ {
MyClient::SendChat(action, type, dest, msg, data); MyClient::SendChat(action, type, dest, msg, data);

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@ -42,7 +42,7 @@ private:
protected: protected:
friend void NetworkExecuteLocalCommandQueue(); friend void NetworkExecuteLocalCommandQueue();
friend void NetworkClose(bool close_admins); friend void NetworkClose(bool close_admins);
static ClientNetworkGameSocketHandler *my_client; static ClientNetworkGameSocketHandler *my_client; ///< This is us!
virtual NetworkRecvStatus Receive_SERVER_FULL(Packet *p); virtual NetworkRecvStatus Receive_SERVER_FULL(Packet *p);
virtual NetworkRecvStatus Receive_SERVER_BANNED(Packet *p); virtual NetworkRecvStatus Receive_SERVER_BANNED(Packet *p);
@ -107,6 +107,7 @@ public:
static bool GameLoop(); static bool GameLoop();
}; };
/** Helper to make the code look somewhat nicer. */
typedef ClientNetworkGameSocketHandler MyClient; typedef ClientNetworkGameSocketHandler MyClient;
void NetworkClient_Connected(); void NetworkClient_Connected();

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@ -27,6 +27,8 @@
#endif #endif
extern bool HasScenario(const ContentInfo *ci, bool md5sum); extern bool HasScenario(const ContentInfo *ci, bool md5sum);
/** The client we use to connect to the server. */
ClientNetworkContentSocketHandler _network_content_client; ClientNetworkContentSocketHandler _network_content_client;
/** Wrapper function for the HasProc */ /** Wrapper function for the HasProc */
@ -163,6 +165,10 @@ bool ClientNetworkContentSocketHandler::Receive_SERVER_INFO(Packet *p)
return true; return true;
} }
/**
* Request the content list for the given type.
* @param type The content type to request the list for.
*/
void ClientNetworkContentSocketHandler::RequestContentList(ContentType type) void ClientNetworkContentSocketHandler::RequestContentList(ContentType type)
{ {
if (type == CONTENT_TYPE_END) { if (type == CONTENT_TYPE_END) {
@ -188,6 +194,11 @@ void ClientNetworkContentSocketHandler::RequestContentList(ContentType type)
this->SendPacket(p); this->SendPacket(p);
} }
/**
* Request the content list for a given number of content IDs.
* @param count The number of IDs to request.
* @param content_ids The unique identifiers of the content to request information about.
*/
void ClientNetworkContentSocketHandler::RequestContentList(uint count, const ContentID *content_ids) void ClientNetworkContentSocketHandler::RequestContentList(uint count, const ContentID *content_ids)
{ {
this->Connect(); this->Connect();
@ -213,6 +224,11 @@ void ClientNetworkContentSocketHandler::RequestContentList(uint count, const Con
} }
} }
/**
* Request the content list for a list of content.
* @param cv List with unique IDs and MD5 checksums.
* @param send_md5sum Whether we want a MD5 checksum matched set of files or not.
*/
void ClientNetworkContentSocketHandler::RequestContentList(ContentVector *cv, bool send_md5sum) void ClientNetworkContentSocketHandler::RequestContentList(ContentVector *cv, bool send_md5sum)
{ {
if (cv == NULL) return; if (cv == NULL) return;
@ -258,6 +274,12 @@ void ClientNetworkContentSocketHandler::RequestContentList(ContentVector *cv, bo
} }
} }
/**
* Actually begin downloading the content we selected.
* @param[out] files The number of files we are going to download.
* @param[out] bytes The number of bytes we are going to download.
* @param fallback Whether to use the fallback or not.
*/
void ClientNetworkContentSocketHandler::DownloadSelectedContent(uint &files, uint &bytes, bool fallback) void ClientNetworkContentSocketHandler::DownloadSelectedContent(uint &files, uint &bytes, bool fallback)
{ {
bytes = 0; bytes = 0;
@ -283,6 +305,10 @@ void ClientNetworkContentSocketHandler::DownloadSelectedContent(uint &files, uin
} }
} }
/**
* Initiate downloading the content over HTTP.
* @param content The content to download.
*/
void ClientNetworkContentSocketHandler::DownloadSelectedContentHTTP(const ContentIDList &content) void ClientNetworkContentSocketHandler::DownloadSelectedContentHTTP(const ContentIDList &content)
{ {
uint count = content.Length(); uint count = content.Length();
@ -307,6 +333,10 @@ void ClientNetworkContentSocketHandler::DownloadSelectedContentHTTP(const Conten
/* NetworkHTTPContentConnecter takes over freeing of content_request! */ /* NetworkHTTPContentConnecter takes over freeing of content_request! */
} }
/**
* Initiate downloading the content over the fallback protocol.
* @param content The content to download.
*/
void ClientNetworkContentSocketHandler::DownloadSelectedContentFallback(const ContentIDList &content) void ClientNetworkContentSocketHandler::DownloadSelectedContentFallback(const ContentIDList &content)
{ {
uint count = content.Length(); uint count = content.Length();
@ -661,9 +691,7 @@ void ClientNetworkContentSocketHandler::OnReceiveData(const char *data, size_t l
} }
/** /**
* Create a socket handler with the given socket and (server) address. * Create a socket handler to handle the connection.
* @param s the socket to communicate over
* @param sin the IP/port of the server
*/ */
ClientNetworkContentSocketHandler::ClientNetworkContentSocketHandler() : ClientNetworkContentSocketHandler::ClientNetworkContentSocketHandler() :
NetworkContentSocketHandler(), NetworkContentSocketHandler(),
@ -683,8 +711,13 @@ ClientNetworkContentSocketHandler::~ClientNetworkContentSocketHandler()
for (ContentIterator iter = this->infos.Begin(); iter != this->infos.End(); iter++) delete *iter; for (ContentIterator iter = this->infos.Begin(); iter != this->infos.End(); iter++) delete *iter;
} }
/** Connect to the content server. */
class NetworkContentConnecter : TCPConnecter { class NetworkContentConnecter : TCPConnecter {
public: public:
/**
* Initiate the connecting.
* @param address The address of the server.
*/
NetworkContentConnecter(const NetworkAddress &address) : TCPConnecter(address) {} NetworkContentConnecter(const NetworkAddress &address) : TCPConnecter(address) {}
virtual void OnFailure() virtual void OnFailure()

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@ -19,10 +19,12 @@
/** Vector with content info */ /** Vector with content info */
typedef SmallVector<ContentInfo *, 16> ContentVector; typedef SmallVector<ContentInfo *, 16> ContentVector;
/** Vector with constant content info */
typedef SmallVector<const ContentInfo *, 16> ConstContentVector; typedef SmallVector<const ContentInfo *, 16> ConstContentVector;
/** Iterator for the content vector */ /** Iterator for the content vector */
typedef ContentInfo **ContentIterator; typedef ContentInfo **ContentIterator;
/** Iterator for the constant content vector */
typedef const ContentInfo * const * ConstContentIterator; typedef const ContentInfo * const * ConstContentIterator;
/** Callbacks for notifying others about incoming data */ /** Callbacks for notifying others about incoming data */
@ -66,7 +68,7 @@ struct ContentCallback {
*/ */
class ClientNetworkContentSocketHandler : public NetworkContentSocketHandler, ContentCallback, HTTPCallback { class ClientNetworkContentSocketHandler : public NetworkContentSocketHandler, ContentCallback, HTTPCallback {
protected: protected:
typedef SmallVector<ContentID, 4> ContentIDList; typedef SmallVector<ContentID, 4> ContentIDList; ///< List of content IDs to (possibly) select.
SmallVector<ContentCallback *, 2> callbacks; ///< Callbacks to notify "the world" SmallVector<ContentCallback *, 2> callbacks; ///< Callbacks to notify "the world"
ContentIDList requested; ///< ContentIDs we already requested (so we don't do it again) ContentIDList requested; ///< ContentIDs we already requested (so we don't do it again)
ContentVector infos; ///< All content info we received ContentVector infos; ///< All content info we received

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@ -71,7 +71,6 @@ public:
/** /**
* Create a new download window based on a list of content information * Create a new download window based on a list of content information
* with flags whether to download them or not. * with flags whether to download them or not.
* @param infos the list to search in
*/ */
NetworkContentDownloadStatusWindow() : NetworkContentDownloadStatusWindow() :
cur_id(UINT32_MAX) cur_id(UINT32_MAX)
@ -221,23 +220,22 @@ enum NetworkContentListWindowWidgets {
/** Window that lists the content that's at the content server */ /** Window that lists the content that's at the content server */
class NetworkContentListWindow : public QueryStringBaseWindow, ContentCallback { class NetworkContentListWindow : public QueryStringBaseWindow, ContentCallback {
/** List with content infos. */
typedef GUIList<const ContentInfo*> GUIContentList; typedef GUIList<const ContentInfo*> GUIContentList;
static const uint EDITBOX_MAX_SIZE = 50; static const uint EDITBOX_MAX_SIZE = 50; ///< Maximum size of the editbox in characters.
static const uint EDITBOX_MAX_LENGTH = 300; static const uint EDITBOX_MAX_LENGTH = 300; ///< Maximum size of the editbox in pixels.
/** Runtime saved values */ static Listing last_sorting; ///< The last sorting setting.
static Listing last_sorting; static Filtering last_filtering; ///< The last filtering setting.
static Filtering last_filtering; static GUIContentList::SortFunction * const sorter_funcs[]; ///< Sorter functions
/** The sorter functions */ static GUIContentList::FilterFunction * const filter_funcs[]; ///< Filter functions.
static GUIContentList::SortFunction * const sorter_funcs[];
static GUIContentList::FilterFunction * const filter_funcs[];
GUIContentList content; ///< List with content GUIContentList content; ///< List with content
const ContentInfo *selected; ///< The selected content info const ContentInfo *selected; ///< The selected content info
int list_pos; ///< Our position in the list int list_pos; ///< Our position in the list
uint filesize_sum; ///< The sum of all selected file sizes uint filesize_sum; ///< The sum of all selected file sizes
Scrollbar *vscroll; Scrollbar *vscroll; ///< Cache of the vertical scrollbar
/** /**
* (Re)build the network game list as its amount has changed because * (Re)build the network game list as its amount has changed because
@ -344,6 +342,7 @@ public:
/** /**
* Create the content list window. * Create the content list window.
* @param desc the window description to pass to Window's constructor. * @param desc the window description to pass to Window's constructor.
* @param select_all Whether the select all button is allowed or not.
*/ */
NetworkContentListWindow(const WindowDesc *desc, bool select_all) : NetworkContentListWindow(const WindowDesc *desc, bool select_all) :
QueryStringBaseWindow(EDITBOX_MAX_SIZE), QueryStringBaseWindow(EDITBOX_MAX_SIZE),
@ -438,6 +437,10 @@ public:
} }
} }
/**
* Draw/fill the matrix with the list of content to download.
* @param r The boundaries of the matrix.
*/
void DrawMatrix(const Rect &r) const void DrawMatrix(const Rect &r) const
{ {
const NWidgetBase *nwi_checkbox = this->GetWidget<NWidgetBase>(NCLWW_CHECKBOX); const NWidgetBase *nwi_checkbox = this->GetWidget<NWidgetBase>(NCLWW_CHECKBOX);
@ -806,6 +809,7 @@ NetworkContentListWindow::GUIContentList::FilterFunction * const NetworkContentL
&TagNameFilter, &TagNameFilter,
}; };
/** The widgets for the content list. */
static const NWidgetPart _nested_network_content_list_widgets[] = { static const NWidgetPart _nested_network_content_list_widgets[] = {
NWidget(NWID_HORIZONTAL), NWidget(NWID_HORIZONTAL),
NWidget(WWT_CLOSEBOX, COLOUR_LIGHT_BLUE), NWidget(WWT_CLOSEBOX, COLOUR_LIGHT_BLUE),

View File

@ -34,6 +34,7 @@
#include "core/udp.h" #include "core/udp.h"
/** Mutex for all out threaded udp resoltion and such. */
static ThreadMutex *_network_udp_mutex = ThreadMutex::New(); static ThreadMutex *_network_udp_mutex = ThreadMutex::New();
/** Session key to register ourselves to the master server */ /** Session key to register ourselves to the master server */
@ -49,11 +50,16 @@ NetworkUDPSocketHandler *_udp_master_socket = NULL; ///< udp master socket
///*** Communication with the masterserver ***/ ///*** Communication with the masterserver ***/
/** Helper class for connecting to the master server. */
class MasterNetworkUDPSocketHandler : public NetworkUDPSocketHandler { class MasterNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
protected: protected:
virtual void Receive_MASTER_ACK_REGISTER(Packet *p, NetworkAddress *client_addr); virtual void Receive_MASTER_ACK_REGISTER(Packet *p, NetworkAddress *client_addr);
virtual void Receive_MASTER_SESSION_KEY(Packet *p, NetworkAddress *client_addr); virtual void Receive_MASTER_SESSION_KEY(Packet *p, NetworkAddress *client_addr);
public: public:
/**
* Create the socket.
* @param addresses The addresses to bind on.
*/
MasterNetworkUDPSocketHandler(NetworkAddressList *addresses) : NetworkUDPSocketHandler(addresses) {} MasterNetworkUDPSocketHandler(NetworkAddressList *addresses) : NetworkUDPSocketHandler(addresses) {}
virtual ~MasterNetworkUDPSocketHandler() {} virtual ~MasterNetworkUDPSocketHandler() {}
}; };
@ -75,12 +81,17 @@ void MasterNetworkUDPSocketHandler::Receive_MASTER_SESSION_KEY(Packet *p, Networ
///*** Communication with clients (we are server) ***/ ///*** Communication with clients (we are server) ***/
/** Helper class for handling all server side communication. */
class ServerNetworkUDPSocketHandler : public NetworkUDPSocketHandler { class ServerNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
protected: protected:
virtual void Receive_CLIENT_FIND_SERVER(Packet *p, NetworkAddress *client_addr); virtual void Receive_CLIENT_FIND_SERVER(Packet *p, NetworkAddress *client_addr);
virtual void Receive_CLIENT_DETAIL_INFO(Packet *p, NetworkAddress *client_addr); virtual void Receive_CLIENT_DETAIL_INFO(Packet *p, NetworkAddress *client_addr);
virtual void Receive_CLIENT_GET_NEWGRFS(Packet *p, NetworkAddress *client_addr); virtual void Receive_CLIENT_GET_NEWGRFS(Packet *p, NetworkAddress *client_addr);
public: public:
/**
* Create the socket.
* @param addresses The addresses to bind on.
*/
ServerNetworkUDPSocketHandler(NetworkAddressList *addresses) : NetworkUDPSocketHandler(addresses) {} ServerNetworkUDPSocketHandler(NetworkAddressList *addresses) : NetworkUDPSocketHandler(addresses) {}
virtual ~ServerNetworkUDPSocketHandler() {} virtual ~ServerNetworkUDPSocketHandler() {}
}; };
@ -246,6 +257,7 @@ void ServerNetworkUDPSocketHandler::Receive_CLIENT_GET_NEWGRFS(Packet *p, Networ
///*** Communication with servers (we are client) ***/ ///*** Communication with servers (we are client) ***/
/** Helper class for handling all client side communication. */
class ClientNetworkUDPSocketHandler : public NetworkUDPSocketHandler { class ClientNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
protected: protected:
virtual void Receive_SERVER_RESPONSE(Packet *p, NetworkAddress *client_addr); virtual void Receive_SERVER_RESPONSE(Packet *p, NetworkAddress *client_addr);
@ -413,7 +425,7 @@ void ClientNetworkUDPSocketHandler::HandleIncomingNetworkGameInfoGRFConfig(GRFCo
SetBit(config->flags, GCF_COPY); SetBit(config->flags, GCF_COPY);
} }
/* Broadcast to all ips */ /** Broadcast to all ips */
static void NetworkUDPBroadCast(NetworkUDPSocketHandler *socket) static void NetworkUDPBroadCast(NetworkUDPSocketHandler *socket)
{ {
for (NetworkAddress *addr = _broadcast_list.Begin(); addr != _broadcast_list.End(); addr++) { for (NetworkAddress *addr = _broadcast_list.Begin(); addr != _broadcast_list.End(); addr++) {
@ -426,7 +438,7 @@ static void NetworkUDPBroadCast(NetworkUDPSocketHandler *socket)
} }
/* Request the the server-list from the master server */ /** Request the the server-list from the master server */
void NetworkUDPQueryMasterServer() void NetworkUDPQueryMasterServer()
{ {
Packet p(PACKET_UDP_CLIENT_GET_LIST); Packet p(PACKET_UDP_CLIENT_GET_LIST);
@ -441,7 +453,7 @@ void NetworkUDPQueryMasterServer()
DEBUG(net, 2, "[udp] master server queried at %s", out_addr.GetAddressAsString()); DEBUG(net, 2, "[udp] master server queried at %s", out_addr.GetAddressAsString());
} }
/* Find all servers */ /** Find all servers */
void NetworkUDPSearchGame() void NetworkUDPSearchGame()
{ {
/* We are still searching.. */ /* We are still searching.. */
@ -456,6 +468,12 @@ void NetworkUDPSearchGame()
/** Simpler wrapper struct for NetworkUDPQueryServerThread */ /** Simpler wrapper struct for NetworkUDPQueryServerThread */
struct NetworkUDPQueryServerInfo : NetworkAddress { struct NetworkUDPQueryServerInfo : NetworkAddress {
bool manually; ///< Did we connect manually or not? bool manually; ///< Did we connect manually or not?
/**
* Create the structure.
* @param address The address of the server to query.
* @param manually Whether the address was entered manually.
*/
NetworkUDPQueryServerInfo(const NetworkAddress &address, bool manually) : NetworkUDPQueryServerInfo(const NetworkAddress &address, bool manually) :
NetworkAddress(address), NetworkAddress(address),
manually(manually) manually(manually)
@ -488,6 +506,11 @@ static void NetworkUDPQueryServerThread(void *pntr)
delete info; delete info;
} }
/**
* Query a specific server.
* @param address The address of the server.
* @param manually Whether the address was entered manually.
*/
void NetworkUDPQueryServer(NetworkAddress address, bool manually) void NetworkUDPQueryServer(NetworkAddress address, bool manually)
{ {
NetworkUDPQueryServerInfo *info = new NetworkUDPQueryServerInfo(address, manually); NetworkUDPQueryServerInfo *info = new NetworkUDPQueryServerInfo(address, manually);
@ -496,6 +519,10 @@ void NetworkUDPQueryServer(NetworkAddress address, bool manually)
} }
} }
/**
* Thread entry point for de-advertising.
* @param pntr unused.
*/
static void NetworkUDPRemoveAdvertiseThread(void *pntr) static void NetworkUDPRemoveAdvertiseThread(void *pntr)
{ {
DEBUG(net, 1, "[udp] removing advertise from master server"); DEBUG(net, 1, "[udp] removing advertise from master server");
@ -528,6 +555,10 @@ void NetworkUDPRemoveAdvertise(bool blocking)
} }
} }
/**
* Thread entry point for advertising.
* @param pntr unused.
*/
static void NetworkUDPAdvertiseThread(void *pntr) static void NetworkUDPAdvertiseThread(void *pntr)
{ {
/* Find somewhere to send */ /* Find somewhere to send */
@ -564,8 +595,10 @@ static void NetworkUDPAdvertiseThread(void *pntr)
_network_udp_mutex->EndCritical(); _network_udp_mutex->EndCritical();
} }
/* Register us to the master server /**
* This function checks if it needs to send an advertise */ * Register us to the master server
* This function checks if it needs to send an advertise
*/
void NetworkUDPAdvertise() void NetworkUDPAdvertise()
{ {
/* Check if we should send an advertise */ /* Check if we should send an advertise */
@ -593,6 +626,7 @@ void NetworkUDPAdvertise()
} }
} }
/** Initialize the whole UDP bit. */
void NetworkUDPInitialize() void NetworkUDPInitialize()
{ {
/* If not closed, then do it. */ /* If not closed, then do it. */
@ -618,6 +652,7 @@ void NetworkUDPInitialize()
_network_udp_mutex->EndCritical(); _network_udp_mutex->EndCritical();
} }
/** Close all UDP related stuff. */
void NetworkUDPClose() void NetworkUDPClose()
{ {
_network_udp_mutex->BeginCritical(); _network_udp_mutex->BeginCritical();

View File

@ -69,6 +69,7 @@
#include "table/strings.h" #include "table/strings.h"
/** Error message to show when switching modes. */
StringID _switch_mode_errorstr; StringID _switch_mode_errorstr;
void CallLandscapeTick(); void CallLandscapeTick();

View File

@ -78,7 +78,17 @@ struct QueryStringBaseWindow : public Window, public QueryString {
void DrawEditBox(int wid); void DrawEditBox(int wid);
void HandleEditBox(int wid); void HandleEditBox(int wid);
HandleEditBoxResult HandleEditBoxKey(int wid, uint16 key, uint16 keycode, EventState &state); HandleEditBoxResult HandleEditBoxKey(int wid, uint16 key, uint16 keycode, EventState &state);
/**
* Callback for when the OSK window is opened.
* @param wid The widget the OSK is opened of.
*/
virtual void OnOpenOSKWindow(int wid); virtual void OnOpenOSKWindow(int wid);
/**
* Callback for when on input has been entered with the OSK.
* @param wid The widget the OSK was attached to.
*/
virtual void OnOSKInput(int wid) {} virtual void OnOSKInput(int wid) {}
}; };