network_client.h

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00001 /* $Id$ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * 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.
00006  * 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.
00007  * 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/>.
00008  */
00009 
00012 #ifndef NETWORK_CLIENT_H
00013 #define NETWORK_CLIENT_H
00014 
00015 #ifdef ENABLE_NETWORK
00016 
00017 #include "network_internal.h"
00018 
00020 class ClientNetworkGameSocketHandler : public ZeroedMemoryAllocator, public NetworkGameSocketHandler {
00021 private:
00022   struct PacketReader *savegame; 
00023   byte token;                    
00024 
00026   enum ServerStatus {
00027     STATUS_INACTIVE,      
00028     STATUS_COMPANY_INFO,  
00029     STATUS_JOIN,          
00030     STATUS_NEWGRFS_CHECK, 
00031     STATUS_AUTH_GAME,     
00032     STATUS_AUTH_COMPANY,  
00033     STATUS_AUTHORIZED,    
00034     STATUS_MAP_WAIT,      
00035     STATUS_MAP,           
00036     STATUS_ACTIVE,        
00037     STATUS_END            
00038   };
00039 
00040   ServerStatus status; 
00041 
00042 protected:
00043   friend void NetworkExecuteLocalCommandQueue();
00044   friend void NetworkClose(bool close_admins);
00045   static ClientNetworkGameSocketHandler *my_client; 
00046 
00047   virtual NetworkRecvStatus Receive_SERVER_FULL(Packet *p);
00048   virtual NetworkRecvStatus Receive_SERVER_BANNED(Packet *p);
00049   virtual NetworkRecvStatus Receive_SERVER_ERROR(Packet *p);
00050   virtual NetworkRecvStatus Receive_SERVER_COMPANY_INFO(Packet *p);
00051   virtual NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p);
00052   virtual NetworkRecvStatus Receive_SERVER_NEED_GAME_PASSWORD(Packet *p);
00053   virtual NetworkRecvStatus Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p);
00054   virtual NetworkRecvStatus Receive_SERVER_WELCOME(Packet *p);
00055   virtual NetworkRecvStatus Receive_SERVER_WAIT(Packet *p);
00056   virtual NetworkRecvStatus Receive_SERVER_MAP_BEGIN(Packet *p);
00057   virtual NetworkRecvStatus Receive_SERVER_MAP_SIZE(Packet *p);
00058   virtual NetworkRecvStatus Receive_SERVER_MAP_DATA(Packet *p);
00059   virtual NetworkRecvStatus Receive_SERVER_MAP_DONE(Packet *p);
00060   virtual NetworkRecvStatus Receive_SERVER_JOIN(Packet *p);
00061   virtual NetworkRecvStatus Receive_SERVER_FRAME(Packet *p);
00062   virtual NetworkRecvStatus Receive_SERVER_SYNC(Packet *p);
00063   virtual NetworkRecvStatus Receive_SERVER_COMMAND(Packet *p);
00064   virtual NetworkRecvStatus Receive_SERVER_CHAT(Packet *p);
00065   virtual NetworkRecvStatus Receive_SERVER_QUIT(Packet *p);
00066   virtual NetworkRecvStatus Receive_SERVER_ERROR_QUIT(Packet *p);
00067   virtual NetworkRecvStatus Receive_SERVER_SHUTDOWN(Packet *p);
00068   virtual NetworkRecvStatus Receive_SERVER_NEWGAME(Packet *p);
00069   virtual NetworkRecvStatus Receive_SERVER_RCON(Packet *p);
00070   virtual NetworkRecvStatus Receive_SERVER_CHECK_NEWGRFS(Packet *p);
00071   virtual NetworkRecvStatus Receive_SERVER_MOVE(Packet *p);
00072   virtual NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet *p);
00073   virtual NetworkRecvStatus Receive_SERVER_CONFIG_UPDATE(Packet *p);
00074 
00075   static NetworkRecvStatus SendNewGRFsOk();
00076   static NetworkRecvStatus SendGetMap();
00077   static NetworkRecvStatus SendMapOk();
00078   void CheckConnection();
00079 public:
00080   ClientNetworkGameSocketHandler(SOCKET s);
00081   ~ClientNetworkGameSocketHandler();
00082 
00083   NetworkRecvStatus CloseConnection(NetworkRecvStatus status);
00084   void ClientError(NetworkRecvStatus res);
00085 
00086   static NetworkRecvStatus SendCompanyInformationQuery();
00087 
00088   static NetworkRecvStatus SendJoin();
00089   static NetworkRecvStatus SendCommand(const CommandPacket *cp);
00090   static NetworkRecvStatus SendError(NetworkErrorCode errorno);
00091   static NetworkRecvStatus SendQuit();
00092   static NetworkRecvStatus SendAck();
00093 
00094   static NetworkRecvStatus SendGamePassword(const char *password);
00095   static NetworkRecvStatus SendCompanyPassword(const char *password);
00096 
00097   static NetworkRecvStatus SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data);
00098   static NetworkRecvStatus SendSetPassword(const char *password);
00099   static NetworkRecvStatus SendSetName(const char *name);
00100   static NetworkRecvStatus SendRCon(const char *password, const char *command);
00101   static NetworkRecvStatus SendMove(CompanyID company, const char *password);
00102 
00103   static bool IsConnected();
00104 
00105   static void Send();
00106   static bool Receive();
00107   static bool GameLoop();
00108 };
00109 
00111 typedef ClientNetworkGameSocketHandler MyClient;
00112 
00113 void NetworkClient_Connected();
00114 void NetworkClientSetCompanyPassword(const char *password);
00115 
00116 extern CompanyID _network_join_as;
00117 
00118 extern const char *_network_join_server_password;
00119 extern const char *_network_join_company_password;
00120 
00121 #endif /* ENABLE_NETWORK */
00122 
00123 #endif /* NETWORK_CLIENT_H */

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