Class for handling the client side of the game connection. More...
#include <network_client.h>
Public Member Functions | |
ClientNetworkGameSocketHandler (SOCKET s) | |
Create a new socket for the client side of the game connection. | |
~ClientNetworkGameSocketHandler () | |
Clear whatever we assigned. | |
NetworkRecvStatus | CloseConnection (NetworkRecvStatus status) |
Close the network connection due to the given status. | |
void | ClientError (NetworkRecvStatus res) |
Handle an error coming from the client side. | |
Static Public Member Functions | |
static NetworkRecvStatus | SendCompanyInformationQuery () |
Query the server for company information. | |
static NetworkRecvStatus | SendJoin () |
Tell the server we would like to join. | |
static NetworkRecvStatus | SendCommand (const CommandPacket *cp) |
Send a command to the server. | |
static NetworkRecvStatus | SendError (NetworkErrorCode errorno) |
Send an error-packet over the network. | |
static NetworkRecvStatus | SendQuit () |
Tell the server we would like to quit. | |
static NetworkRecvStatus | SendAck () |
Send an acknowledgement from the server's ticks. | |
static NetworkRecvStatus | SendGamePassword (const char *password) |
Set the game password as requested. | |
static NetworkRecvStatus | SendCompanyPassword (const char *password) |
Set the company password as requested. | |
static NetworkRecvStatus | SendChat (NetworkAction action, DestType type, int dest, const char *msg, int64 data) |
Send a chat-packet over the network. | |
static NetworkRecvStatus | SendSetPassword (const char *password) |
Tell the server that we like to change the password of the company. | |
static NetworkRecvStatus | SendSetName (const char *name) |
Tell the server that we like to change the name of the client. | |
static NetworkRecvStatus | SendRCon (const char *password, const char *command) |
Send a console command. | |
static NetworkRecvStatus | SendMove (CompanyID company, const char *password) |
Ask the server to move us. | |
static bool | IsConnected () |
Check whether the client is actually connected (and in the game). | |
static void | Send () |
Send the packets of this socket handler. | |
static bool | Receive () |
Check whether we received/can send some data from/to the server and when that's the case handle it appropriately. | |
static bool | GameLoop () |
Actual game loop for the client. | |
Protected Member Functions | |
virtual NetworkRecvStatus | Receive_SERVER_FULL (Packet *p) |
Notification that the server is full. | |
virtual NetworkRecvStatus | Receive_SERVER_BANNED (Packet *p) |
Notification that the client trying to join is banned. | |
virtual NetworkRecvStatus | Receive_SERVER_ERROR (Packet *p) |
The client made an error: uint8 Error code caused (see NetworkErrorCode). | |
virtual NetworkRecvStatus | Receive_SERVER_COMPANY_INFO (Packet *p) |
Sends information about the companies (one packet per company): uint8 Version of the structure of this packet (NETWORK_COMPANY_INFO_VERSION). | |
virtual NetworkRecvStatus | Receive_SERVER_CLIENT_INFO (Packet *p) |
Send information about a client: uint32 ID of the client (always unique on a server. | |
virtual NetworkRecvStatus | Receive_SERVER_NEED_GAME_PASSWORD (Packet *p) |
Indication to the client that the server needs a game password. | |
virtual NetworkRecvStatus | Receive_SERVER_NEED_COMPANY_PASSWORD (Packet *p) |
Indication to the client that the server needs a company password: uint32 Generation seed. | |
virtual NetworkRecvStatus | Receive_SERVER_WELCOME (Packet *p) |
The client is joined and ready to receive his map: uint32 Own client ID. | |
virtual NetworkRecvStatus | Receive_SERVER_WAIT (Packet *p) |
Notification that another client is currently receiving the map: uint8 Number of clients waiting in front of you. | |
virtual NetworkRecvStatus | Receive_SERVER_MAP_BEGIN (Packet *p) |
Sends that the server will begin with sending the map to the client: uint32 Current frame. | |
virtual NetworkRecvStatus | Receive_SERVER_MAP_SIZE (Packet *p) |
Sends the size of the map to the client. | |
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). | |
virtual NetworkRecvStatus | Receive_SERVER_MAP_DONE (Packet *p) |
Sends that all data of the map are sent to the client: | |
virtual NetworkRecvStatus | Receive_SERVER_JOIN (Packet *p) |
A client joined (PACKET_CLIENT_MAP_OK), what usually directly follows is a PACKET_SERVER_CLIENT_INFO: uint32 ID of the client that just joined the game. | |
virtual NetworkRecvStatus | Receive_SERVER_FRAME (Packet *p) |
Sends the current frame counter to the client: uint32 Frame counter uint32 Frame counter max (how far may the client walk before the server?) uint32 General seed 1 (dependent on compile settings, not default). | |
virtual NetworkRecvStatus | Receive_SERVER_SYNC (Packet *p) |
Sends a sync-check to the client: uint32 Frame counter. | |
virtual NetworkRecvStatus | Receive_SERVER_COMMAND (Packet *p) |
Sends a DoCommand to the client: uint8 ID of the company (0..MAX_COMPANIES-1). | |
virtual NetworkRecvStatus | Receive_SERVER_CHAT (Packet *p) |
Sends a chat-packet to the client: uint8 ID of the action (see NetworkAction). | |
virtual NetworkRecvStatus | Receive_SERVER_QUIT (Packet *p) |
Notification that a client left the game: uint32 ID of the client. | |
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 the client that caused the error. | |
virtual NetworkRecvStatus | Receive_SERVER_SHUTDOWN (Packet *p) |
Let the clients know that the server is closing. | |
virtual NetworkRecvStatus | Receive_SERVER_NEWGAME (Packet *p) |
Let the clients know that the server is loading a new map. | |
virtual NetworkRecvStatus | Receive_SERVER_RCON (Packet *p) |
Send the result of an issues RCon command back to the client: uint16 Colour code. | |
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 repeated this many times, i.e. | |
virtual NetworkRecvStatus | Receive_SERVER_MOVE (Packet *p) |
Move a client from one company into another: uint32 ID of the client. | |
virtual NetworkRecvStatus | Receive_SERVER_COMPANY_UPDATE (Packet *p) |
Update the clients knowledge of which company is password protected: uint16 Bitwise representation of each company. | |
virtual NetworkRecvStatus | Receive_SERVER_CONFIG_UPDATE (Packet *p) |
Update the clients knowledge of the max settings: uint8 Maximum number of companies allowed. | |
void | CheckConnection () |
Check the connection's state, i.e. | |
Static Protected Member Functions | |
static NetworkRecvStatus | SendNewGRFsOk () |
Tell the server we got all the NewGRFs. | |
static NetworkRecvStatus | SendGetMap () |
Request the map from the server. | |
static NetworkRecvStatus | SendMapOk () |
Tell the server we received the complete map. | |
Static Protected Attributes | |
static ClientNetworkGameSocketHandler * | my_client = NULL |
This is us! | |
Private Types | |
enum | ServerStatus { STATUS_INACTIVE, STATUS_COMPANY_INFO, STATUS_JOIN, STATUS_NEWGRFS_CHECK, STATUS_AUTH_GAME, STATUS_AUTH_COMPANY, STATUS_AUTHORIZED, STATUS_MAP_WAIT, STATUS_MAP, STATUS_ACTIVE, STATUS_END } |
Status of the connection with the server. More... | |
Private Attributes | |
struct PacketReader * | savegame |
Packet reader for reading the savegame. | |
byte | token |
The token we need to send back to the server to prove we're the right client. | |
ServerStatus | status |
Status of the connection with the server. | |
Friends | |
void | NetworkExecuteLocalCommandQueue () |
Execute all commands on the local command queue that ought to be executed this frame. | |
void | NetworkClose (bool close_admins) |
Close current connections. |
Class for handling the client side of the game connection.
Definition at line 20 of file network_client.h.
enum ClientNetworkGameSocketHandler::ServerStatus [private] |
Status of the connection with the server.
Definition at line 26 of file network_client.h.
ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler | ( | SOCKET | s | ) |
Create a new socket for the client side of the game connection.
s | The socket to connect with. |
Definition at line 124 of file network_client.cpp.
References my_client.
ClientNetworkGameSocketHandler::~ClientNetworkGameSocketHandler | ( | ) |
Clear whatever we assigned.
Definition at line 131 of file network_client.cpp.
void ClientNetworkGameSocketHandler::CheckConnection | ( | ) | [protected] |
Check the connection's state, i.e.
is the connection still up?
Definition at line 1135 of file network_client.cpp.
References _realtime_tick, CloseConnection(), INVALID_STRING_ID, NetworkGameSocketHandler::last_packet, SetDParam(), ShowErrorMessage(), status, STATUS_AUTHORIZED, WL_CRITICAL, and WL_INFO.
Referenced by Send().
void ClientNetworkGameSocketHandler::ClientError | ( | NetworkRecvStatus | res | ) |
Handle an error coming from the client side.
res | The "error" that happened. |
Definition at line 171 of file network_client.cpp.
References _networking, _switch_mode, CloseConnection(), DeleteWindowById(), NETWORK_RECV_STATUS_CLOSE_QUERY, NETWORK_RECV_STATUS_DESYNC, NETWORK_RECV_STATUS_NEWGRF_MISMATCH, NETWORK_RECV_STATUS_SAVEGAME, NETWORK_RECV_STATUS_SERVER_BANNED, NETWORK_RECV_STATUS_SERVER_ERROR, NETWORK_RECV_STATUS_SERVER_FULL, SendError(), WC_NETWORK_STATUS_WINDOW, and WN_NETWORK_STATUS_WINDOW_JOIN.
Referenced by GameLoop(), and Receive().
NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection | ( | NetworkRecvStatus | status | ) | [virtual] |
Close the network connection due to the given status.
status | The reason the connection got closed. |
Implements NetworkGameSocketHandler.
Definition at line 139 of file network_client.cpp.
References NetworkGameSocketHandler::client_id, DEBUG, NetworkGameSocketHandler::GetInfo(), MILLISECONDS_PER_TICK, NETWORK_RECV_STATUS_OKAY, NetworkTCPSocketHandler::SendPackets(), and NetworkTCPSocketHandler::sock.
Referenced by CheckConnection(), ClientError(), and NetworkClose().
bool ClientNetworkGameSocketHandler::GameLoop | ( | ) | [static] |
Actual game loop for the client.
Definition at line 236 of file network_client.cpp.
References _date, _date_fract, _frame_counter, _network_first_time, _random, _sync_frame, _sync_seed_1, ClientError(), DEBUG, my_client, NETWORK_RECV_STATUS_DESYNC, NetworkExecuteLocalCommandQueue, SendAck(), Randomizer::state, and StateGameLoop().
bool ClientNetworkGameSocketHandler::IsConnected | ( | ) | [static] |
Check whether the client is actually connected (and in the game).
Definition at line 510 of file network_client.cpp.
References my_client, and status.
Referenced by DEF_CONSOLE_HOOK().
bool ClientNetworkGameSocketHandler::Receive | ( | ) | [static] |
Check whether we received/can send some data from/to the server and when that's the case handle it appropriately.
Definition at line 211 of file network_client.cpp.
References _networking, NetworkTCPSocketHandler::CanSendReceive(), ClientError(), my_client, NETWORK_RECV_STATUS_OKAY, and NetworkGameSocketHandler::ReceivePackets().
Referenced by NetworkReceive().
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_BANNED | ( | Packet * | p | ) | [protected, virtual] |
Notification that the client trying to join is banned.
p | The packet that was just received. |
Reimplemented from NetworkGameSocketHandler.
Definition at line 532 of file network_client.cpp.
References DeleteWindowById(), INVALID_STRING_ID, ShowErrorMessage(), WC_NETWORK_STATUS_WINDOW, WL_CRITICAL, and WN_NETWORK_STATUS_WINDOW_JOIN.
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHAT | ( | Packet * | p | ) | [protected, virtual] |
Sends a chat-packet to the client: uint8 ID of the action (see NetworkAction).
uint32 ID of the client (origin of the chat). string Message (max NETWORK_CHAT_LENGTH). uint64 data (used e.g. for 'give money' actions).
p | The packet that was just received. |
Reimplemented from NetworkGameSocketHandler.
Definition at line 938 of file network_client.cpp.
References _network_own_client_id, NetworkGameSocketHandler::client_id, NetworkClientInfo::client_playas, NetworkClientInfo::GetByClientID(), GetDrawStringCompanyColour(), Pool< Titem, Tindex, Tgrowth_step, Tmax_size, Tpool_type, Tcache, Tzero >::PoolItem<&_company_pool >::IsValidID(), lastof, NETWORK_CHAT_LENGTH, NETWORK_NAME_LENGTH, Packet::Recv_bool(), Packet::Recv_string(), Packet::Recv_uint32(), Packet::Recv_uint64(), Packet::Recv_uint8(), SetDParam(), status, and STATUS_ACTIVE.
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS | ( | Packet * | p | ) | [protected, virtual] |
Sends information about all used GRFs to the client: uint8 Amount of GRFs (the following data is repeated this many times, i.e.
per GRF data). uint32 GRF ID 16 * uint8 MD5 checksum of the GRF
p | The packet that was just received. |
Reimplemented from NetworkGameSocketHandler.
Definition at line 676 of file network_client.cpp.
References BSWAP32(), DEBUG, FGCM_EXACT, FindGRFConfig(), GRFIdentifier::grfid, INVALID_STRING_ID, lastof, GRFIdentifier::md5sum, md5sumToString(), NETWORK_RECV_STATUS_OKAY, NetworkSocketHandler::ReceiveGRFIdentifier(), Packet::Recv_uint8(), SendNewGRFsOk(), ShowErrorMessage(), status, STATUS_JOIN, and WL_CRITICAL.
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO | ( | Packet * | p | ) | [protected, virtual] |
Send information about a client: uint32 ID of the client (always unique on a server.
1 = server, 0 is invalid). uint8 ID of the company the client is playing as (255 for spectators). string Name of the client.
p | The packet that was just received. |
Reimplemented from NetworkGameSocketHandler.
Definition at line 585 of file network_client.cpp.
References _network_own_client_id, Pool< Titem, Tindex, Tgrowth_step, Tmax_size, Tpool_type, Tcache, Tzero >::PoolItem<&_networkclientinfo_pool >::CanAllocateItem(), CC_DEFAULT, NetworkGameSocketHandler::client_id, NetworkClientInfo::client_name, NetworkClientInfo::client_playas, COMPANY_SPECTATOR, NetworkClientInfo::GetByClientID(), NetworkSocketHandler::HasClientQuit(), Pool< Titem, Tindex, Tgrowth_step, Tmax_size, Tpool_type, Tcache, Tzero >::PoolItem<&_company_pool >::IsValidID(), lastof, NETWORK_NAME_LENGTH, Packet::Recv_string(), Packet::Recv_uint32(), Packet::Recv_uint8(), NetworkGameSocketHandler::SetInfo(), SetLocalCompany(), SetWindowDirty(), status, STATUS_AUTHORIZED, strecpy(), and WC_CLIENT_LIST.
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMMAND | ( | Packet * | p | ) | [protected, virtual] |
Sends a DoCommand to the client: uint8 ID of the company (0..MAX_COMPANIES-1).
uint32 ID of the command (see command.h). uint32 P1 (free variable used in DoCommand). uint32 P2. uint32 Tile where this is taking place. string Text. uint8 ID of the callback. uint32 Frame of execution.
p | The packet that was just received. |
Reimplemented from NetworkGameSocketHandler.
Definition at line 919 of file network_client.cpp.
References CommandQueue::Append(), CC_ERROR, CommandPacket::frame, IConsolePrintF(), NetworkGameSocketHandler::incoming_queue, CommandPacket::my_cmd, NetworkGameSocketHandler::ReceiveCommand(), Packet::Recv_bool(), Packet::Recv_uint32(), status, and STATUS_ACTIVE.
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_INFO | ( | Packet * | p | ) | [protected, virtual] |
Sends information about the companies (one packet per company): uint8 Version of the structure of this packet (NETWORK_COMPANY_INFO_VERSION).
bool Contains data (false marks the end of updates). uint8 ID of the company. string Name of the company. uint32 Year the company was inaugurated. uint64 Value. uint64 Money. uint64 Income. uint16 Performance (last quarter). bool Company is password protected. uint16 Number of trains. uint16 Number of lorries. uint16 Number of busses. uint16 Number of planes. uint16 Number of ships. uint16 Number of train stations. uint16 Number of lorry stations. uint16 Number of bus stops. uint16 Number of airports and heliports. uint16 Number of harbours. bool Company is an AI. string Client names (comma separated list)
p | The packet that was just received. |
Reimplemented from NetworkGameSocketHandler.
Definition at line 541 of file network_client.cpp.
References NetworkCompanyStats::ai, NetworkCompanyInfo::clients, NetworkCompanyInfo::company_name, NetworkCompanyInfo::company_value, GetLobbyCompanyInfo(), NetworkSocketHandler::HasClientQuit(), NetworkCompanyInfo::inaugurated_year, NetworkCompanyInfo::income, MAX_COMPANIES, NetworkCompanyInfo::money, NETWORK_COMPANY_INFO_VERSION, NETWORK_RECV_STATUS_CLOSE_QUERY, NetworkCompanyStats::num_station, NetworkCompanyStats::num_vehicle, NetworkCompanyInfo::performance, Packet::Recv_bool(), Packet::Recv_string(), Packet::Recv_uint16(), Packet::Recv_uint32(), Packet::Recv_uint64(), Packet::Recv_uint8(), SetWindowDirty(), status, STATUS_COMPANY_INFO, NetworkCompanyInfo::use_password, WC_NETWORK_WINDOW, and WN_NETWORK_WINDOW_LOBBY.
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE | ( | Packet * | p | ) | [protected, virtual] |
Update the clients knowledge of which company is password protected: uint16 Bitwise representation of each company.
p | The packet that was just received. |
Reimplemented from NetworkGameSocketHandler.
Definition at line 1122 of file network_client.cpp.
References _network_company_passworded, Packet::Recv_uint16(), SetWindowClassesDirty(), status, STATUS_ACTIVE, and WC_COMPANY.
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE | ( | Packet * | p | ) | [protected, virtual] |
Update the clients knowledge of the max settings: uint8 Maximum number of companies allowed.
uint8 Maximum number of spectators allowed.
p | The packet that was just received. |
Reimplemented from NetworkGameSocketHandler.
Definition at line 1112 of file network_client.cpp.
References Packet::Recv_uint8(), status, and STATUS_ACTIVE.
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR | ( | Packet * | p | ) | [protected, virtual] |
The client made an error: uint8 Error code caused (see NetworkErrorCode).
p | The packet that was just received. |
Reimplemented from NetworkGameSocketHandler.
Definition at line 638 of file network_client.cpp.
References DeleteWindowById(), error(), INVALID_STRING_ID, lengthof, Packet::Recv_uint8(), ShowErrorMessage(), WC_NETWORK_STATUS_WINDOW, WL_CRITICAL, and WN_NETWORK_STATUS_WINDOW_JOIN.
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT | ( | Packet * | p | ) | [protected, virtual] |
Inform all clients that one client made an error and thus has quit/been disconnected: uint32 ID of the client that caused the error.
uint8 Code of the error caused (see NetworkErrorCode).
p | The packet that was just received. |
Reimplemented from NetworkGameSocketHandler.
Definition at line 990 of file network_client.cpp.
References CC_DEFAULT, NetworkGameSocketHandler::client_id, NetworkClientInfo::client_name, NetworkClientInfo::GetByClientID(), GetNetworkErrorMsg(), Packet::Recv_uint32(), Packet::Recv_uint8(), SetWindowDirty(), status, STATUS_AUTHORIZED, and WC_CLIENT_LIST.
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FRAME | ( | Packet * | p | ) | [protected, virtual] |
Sends the current frame counter to the client: uint32 Frame counter uint32 Frame counter max (how far may the client walk before the server?) uint32 General seed 1 (dependent on compile settings, not default).
uint32 General seed 2 (dependent on compile settings, not default). uint8 Random token to validate the client is actually listening (only occasionally present).
p | The packet that was just received. |
Reimplemented from NetworkGameSocketHandler.
Definition at line 873 of file network_client.cpp.
References _frame_counter, _frame_counter_max, _frame_counter_server, _network_first_time, _sync_frame, _sync_seed_1, DAY_TICKS, DEBUG, Packet::pos, Packet::Recv_uint32(), Packet::Recv_uint8(), SendAck(), Packet::size, status, STATUS_ACTIVE, and token.
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FULL | ( | Packet * | p | ) | [protected, virtual] |
Notification that the server is full.
p | The packet that was just received. |
Reimplemented from NetworkGameSocketHandler.
Definition at line 523 of file network_client.cpp.
References DeleteWindowById(), INVALID_STRING_ID, ShowErrorMessage(), WC_NETWORK_STATUS_WINDOW, WL_CRITICAL, and WN_NETWORK_STATUS_WINDOW_JOIN.
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_JOIN | ( | Packet * | p | ) | [protected, virtual] |
A client joined (PACKET_CLIENT_MAP_OK), what usually directly follows is a PACKET_SERVER_CLIENT_INFO: uint32 ID of the client that just joined the game.
p | The packet that was just received. |
Reimplemented from NetworkGameSocketHandler.
Definition at line 1027 of file network_client.cpp.
References CC_DEFAULT, NetworkGameSocketHandler::client_id, NetworkClientInfo::client_name, NetworkClientInfo::GetByClientID(), Packet::Recv_uint32(), SetWindowDirty(), status, STATUS_AUTHORIZED, and WC_CLIENT_LIST.
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN | ( | Packet * | p | ) | [protected, virtual] |
Sends that the server will begin with sending the map to the client: uint32 Current frame.
p | The packet that was just received. |
Reimplemented from NetworkGameSocketHandler.
Definition at line 771 of file network_client.cpp.
References _frame_counter, _frame_counter_max, _frame_counter_server, _network_join_bytes, _network_join_bytes_total, _network_join_status, Packet::Recv_uint32(), savegame, SetWindowDirty(), status, STATUS_MAP, WC_NETWORK_STATUS_WINDOW, and WN_NETWORK_STATUS_WINDOW_JOIN.
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DATA | ( | Packet * | p | ) | [protected, virtual] |
Sends the data of the map to the client: Contains a part of the map (until max size of packet).
p | The packet that was just received. |
Reimplemented from NetworkGameSocketHandler.
Definition at line 802 of file network_client.cpp.
References _network_join_bytes, PacketReader::AddPacket(), savegame, SetWindowDirty(), status, STATUS_MAP, WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN, and PacketReader::written_bytes.
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE | ( | Packet * | p | ) | [protected, virtual] |
Sends that all data of the map are sent to the client:
p | The packet that was just received. |
Reimplemented from NetworkGameSocketHandler.
Definition at line 816 of file network_client.cpp.
References _local_company, _network_join_status, _realtime_tick, ClearErrorMessages(), CMD_COMPANY_CTRL, COMPANY_NEW_COMPANY, COMPANY_SPECTATOR, DeleteWindowById(), INVALID_STRING_ID, Pool< Titem, Tindex, Tgrowth_step, Tmax_size, Tpool_type, Tcache, Tzero >::PoolItem<&_company_pool >::IsValidID(), NetworkGameSocketHandler::last_packet, NetworkSendCommand(), NO_DIRECTORY, LoadFilter::Reset(), SafeLoad(), savegame, SendMapOk(), SetLocalCompany(), SetWindowDirty(), ShowErrorMessage(), SL_LOAD, status, STATUS_MAP, WC_NETWORK_STATUS_WINDOW, WL_CRITICAL, and WN_NETWORK_STATUS_WINDOW_JOIN.
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_SIZE | ( | Packet * | p | ) | [protected, virtual] |
Sends the size of the map to the client.
uint32 Size of the (compressed) map (in bytes).
p | The packet that was just received. |
Reimplemented from NetworkGameSocketHandler.
Definition at line 791 of file network_client.cpp.
References _network_join_bytes_total, Packet::Recv_uint32(), savegame, SetWindowDirty(), status, STATUS_MAP, WC_NETWORK_STATUS_WINDOW, and WN_NETWORK_STATUS_WINDOW_JOIN.
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MOVE | ( | Packet * | p | ) | [protected, virtual] |
Move a client from one company into another: uint32 ID of the client.
uint8 ID of the new company.
p | The packet that was just received. |
Reimplemented from NetworkGameSocketHandler.
Definition at line 1084 of file network_client.cpp.
References _network_own_client_id, NetworkGameSocketHandler::client_id, DEBUG, NetworkClientInfo::GetByClientID(), Pool< Titem, Tindex, Tgrowth_step, Tmax_size, Tpool_type, Tcache, Tzero >::PoolItem<&_company_pool >::IsValidID(), Packet::Recv_uint32(), Packet::Recv_uint8(), SetLocalCompany(), status, and STATUS_AUTHORIZED.
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD | ( | Packet * | p | ) | [protected, virtual] |
Indication to the client that the server needs a company password: uint32 Generation seed.
string Network ID of the server.
p | The packet that was just received. |
Reimplemented from NetworkGameSocketHandler.
Definition at line 724 of file network_client.cpp.
References NetworkSocketHandler::HasClientQuit(), NETWORK_COMPANY_PASSWORD, Packet::Recv_string(), Packet::Recv_uint32(), SendCompanyPassword(), status, STATUS_AUTH_COMPANY, and StrEmpty().
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSWORD | ( | Packet * | p | ) | [protected, virtual] |
Indication to the client that the server needs a game password.
p | The packet that was just received. |
Reimplemented from NetworkGameSocketHandler.
Definition at line 709 of file network_client.cpp.
References NETWORK_GAME_PASSWORD, SendGamePassword(), status, STATUS_AUTH_GAME, and StrEmpty().
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME | ( | Packet * | p | ) | [protected, virtual] |
Let the clients know that the server is loading a new map.
p | The packet that was just received. |
Reimplemented from NetworkGameSocketHandler.
Definition at line 1054 of file network_client.cpp.
References _network_own_client_id, _network_reconnect, INVALID_STRING_ID, ShowErrorMessage(), status, STATUS_JOIN, and WL_CRITICAL.
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_QUIT | ( | Packet * | p | ) | [protected, virtual] |
Notification that a client left the game: uint32 ID of the client.
p | The packet that was just received. |
Reimplemented from NetworkGameSocketHandler.
Definition at line 1007 of file network_client.cpp.
References CC_DEFAULT, NetworkGameSocketHandler::client_id, NetworkClientInfo::client_name, DEBUG, NetworkClientInfo::GetByClientID(), Packet::Recv_uint32(), SetWindowDirty(), status, STATUS_AUTHORIZED, and WC_CLIENT_LIST.
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_RCON | ( | Packet * | p | ) | [protected, virtual] |
Send the result of an issues RCon command back to the client: uint16 Colour code.
string Output of the RCon command
p | The packet that was just received. |
Reimplemented from NetworkGameSocketHandler.
Definition at line 1069 of file network_client.cpp.
References IConsolePrint(), IsValidConsoleColour(), NETWORK_RCONCOMMAND_LENGTH, Packet::Recv_string(), Packet::Recv_uint16(), status, and STATUS_AUTHORIZED.
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SHUTDOWN | ( | Packet * | p | ) | [protected, virtual] |
Let the clients know that the server is closing.
p | The packet that was just received. |
Reimplemented from NetworkGameSocketHandler.
Definition at line 1043 of file network_client.cpp.
References INVALID_STRING_ID, ShowErrorMessage(), status, STATUS_JOIN, and WL_CRITICAL.
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_SYNC | ( | Packet * | p | ) | [protected, virtual] |
Sends a sync-check to the client: uint32 Frame counter.
uint32 General seed 1. uint32 General seed 2 (dependent on compile settings, not default).
p | The packet that was just received. |
Reimplemented from NetworkGameSocketHandler.
Definition at line 906 of file network_client.cpp.
References _sync_frame, _sync_seed_1, Packet::Recv_uint32(), status, and STATUS_ACTIVE.
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WAIT | ( | Packet * | p | ) | [protected, virtual] |
Notification that another client is currently receiving the map: uint8 Number of clients waiting in front of you.
p | The packet that was just received. |
Reimplemented from NetworkGameSocketHandler.
Definition at line 758 of file network_client.cpp.
References _network_join_status, _network_join_waiting, Packet::Recv_uint8(), SetWindowDirty(), status, STATUS_MAP_WAIT, WC_NETWORK_STATUS_WINDOW, and WN_NETWORK_STATUS_WINDOW_JOIN.
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WELCOME | ( | Packet * | p | ) | [protected, virtual] |
The client is joined and ready to receive his map: uint32 Own client ID.
uint32 Generation seed. string Network ID of the server.
p | The packet that was just received. |
Reimplemented from NetworkGameSocketHandler.
Definition at line 743 of file network_client.cpp.
References _network_own_client_id, Packet::Recv_string(), Packet::Recv_uint32(), SendGetMap(), status, and STATUS_AUTHORIZED.
void ClientNetworkGameSocketHandler::Send | ( | ) | [static] |
Send the packets of this socket handler.
Definition at line 226 of file network_client.cpp.
References CheckConnection(), my_client, and NetworkTCPSocketHandler::SendPackets().
NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck | ( | ) | [static] |
Send an acknowledgement from the server's ticks.
Definition at line 393 of file network_client.cpp.
References _frame_counter, my_client, PACKET_CLIENT_ACK, Packet::Send_uint32(), Packet::Send_uint8(), NetworkTCPSocketHandler::SendPacket(), and token.
Referenced by GameLoop(), and Receive_SERVER_FRAME().
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand | ( | const CommandPacket * | cp | ) | [static] |
Send a command to the server.
cp | The command to send. |
Definition at line 407 of file network_client.cpp.
References my_client, PACKET_CLIENT_COMMAND, and NetworkTCPSocketHandler::SendPacket().
Referenced by NetworkSendCommand().
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyInformationQuery | ( | ) | [static] |
Query the server for company information.
Definition at line 312 of file network_client.cpp.
References _network_join_status, my_client, PACKET_CLIENT_COMPANY_INFO, NetworkTCPSocketHandler::SendPacket(), SetWindowDirty(), status, WC_NETWORK_STATUS_WINDOW, and WN_NETWORK_STATUS_WINDOW_JOIN.
Referenced by TCPQueryConnecter::OnConnect().
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword | ( | const char * | password | ) | [static] |
Set the company password as requested.
password | The company password. |
Definition at line 364 of file network_client.cpp.
References GenerateCompanyPasswordHash(), my_client, PACKET_CLIENT_COMPANY_PASSWORD, Packet::Send_string(), and NetworkTCPSocketHandler::SendPacket().
Referenced by NetworkJoinStatusWindow::OnQueryTextFinished(), and Receive_SERVER_NEED_COMPANY_PASSWORD().
NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword | ( | const char * | password | ) | [static] |
Set the game password as requested.
password | The game password. |
Definition at line 352 of file network_client.cpp.
References my_client, PACKET_CLIENT_GAME_PASSWORD, Packet::Send_string(), and NetworkTCPSocketHandler::SendPacket().
Referenced by NetworkJoinStatusWindow::OnQueryTextFinished(), and Receive_SERVER_NEED_GAME_PASSWORD().
NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap | ( | ) | [static, protected] |
Request the map from the server.
Definition at line 373 of file network_client.cpp.
References my_client, PACKET_CLIENT_GETMAP, NetworkTCPSocketHandler::SendPacket(), and status.
Referenced by Receive_SERVER_WELCOME().
NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin | ( | ) | [static] |
Tell the server we would like to join.
Definition at line 324 of file network_client.cpp.
References _network_join_status, _settings_client, NetworkSettings::client_name, my_client, ClientSettings::network, PACKET_CLIENT_JOIN, Packet::Send_string(), Packet::Send_uint32(), Packet::Send_uint8(), NetworkTCPSocketHandler::SendPacket(), SetWindowDirty(), status, WC_NETWORK_STATUS_WINDOW, and WN_NETWORK_STATUS_WINDOW_JOIN.
Referenced by NetworkClient_Connected().
NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk | ( | ) | [static, protected] |
Tell the server we received the complete map.
Definition at line 383 of file network_client.cpp.
References my_client, PACKET_CLIENT_MAP_OK, NetworkTCPSocketHandler::SendPacket(), and status.
Referenced by Receive_SERVER_MAP_DONE().
NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove | ( | CompanyID | company, | |
const char * | password | |||
) | [static] |
Ask the server to move us.
company | The company to move to. | |
password | The password of the company to move to. |
Definition at line 497 of file network_client.cpp.
References GenerateCompanyPasswordHash(), my_client, PACKET_CLIENT_MOVE, Packet::Send_string(), Packet::Send_uint8(), and NetworkTCPSocketHandler::SendPacket().
Referenced by NetworkClientRequestMove().
NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk | ( | ) | [static, protected] |
Tell the server we got all the NewGRFs.
Definition at line 341 of file network_client.cpp.
References my_client, PACKET_CLIENT_NEWGRFS_CHECKED, and NetworkTCPSocketHandler::SendPacket().
Referenced by Receive_SERVER_CHECK_NEWGRFS().
NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon | ( | const char * | pass, | |
const char * | command | |||
) | [static] |
Send a console command.
pass | The password for the remote command. | |
command | The actual command. |
Definition at line 483 of file network_client.cpp.
References my_client, PACKET_CLIENT_RCON, Packet::Send_string(), and NetworkTCPSocketHandler::SendPacket().
Referenced by NetworkClientSendRcon().
NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName | ( | const char * | name | ) | [static] |
Tell the server that we like to change the name of the client.
name | The new name. |
Definition at line 458 of file network_client.cpp.
References my_client, PACKET_CLIENT_SET_NAME, Packet::Send_string(), and NetworkTCPSocketHandler::SendPacket().
Referenced by NetworkUpdateClientName().
NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword | ( | const char * | password | ) | [static] |
Tell the server that we like to change the password of the company.
password | The new password. |
Definition at line 445 of file network_client.cpp.
References GenerateCompanyPasswordHash(), my_client, PACKET_CLIENT_SET_PASSWORD, Packet::Send_string(), and NetworkTCPSocketHandler::SendPacket().
Referenced by NetworkClientSetCompanyPassword().
void NetworkClose | ( | bool | close_admins | ) | [friend] |
Close current connections.
close_admins | Whether the admin connections have to be closed as well. |
Definition at line 518 of file network.cpp.
ClientNetworkGameSocketHandler * ClientNetworkGameSocketHandler::my_client = NULL [static, protected] |
This is us!
Our client's connection.
Definition at line 45 of file network_client.h.
Referenced by ClientNetworkGameSocketHandler(), GameLoop(), IsConnected(), NetworkClose(), NetworkExecuteLocalCommandQueue(), Receive(), Send(), SendAck(), SendChat(), SendCommand(), SendCompanyInformationQuery(), SendCompanyPassword(), SendError(), SendGamePassword(), SendGetMap(), SendJoin(), SendMapOk(), SendMove(), SendNewGRFsOk(), SendQuit(), SendRCon(), SendSetName(), SendSetPassword(), and ~ClientNetworkGameSocketHandler().