src/network/core/core.h
author maedhros
Sun, 21 Jan 2007 20:14:35 +0000
changeset 5776 d36a554d7ccd
parent 5624 6afe9d27430a
child 5864 a95a2849b0e1
permissions -rw-r--r--
(svn r8328) -Codechange: Remove some magic numbers in the graph drawing code.
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/* $Id$ */
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#ifndef NETWORK_CORE_H
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#define NETWORK_CORE_H
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#ifdef ENABLE_NETWORK
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#include "os_abstraction.h"
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bool NetworkCoreInitialize(void);
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void NetworkCoreShutdown(void);
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typedef enum {
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	NETWORK_RECV_STATUS_OKAY,             ///< Everything is okay
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	NETWORK_RECV_STATUS_DESYNC,           ///< A desync did occur
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	NETWORK_RECV_STATUS_SAVEGAME,         ///< Something went wrong (down)loading the savegame
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	NETWORK_RECV_STATUS_CONN_LOST,        ///< The conection is 'just' lost
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	NETWORK_RECV_STATUS_MALFORMED_PACKET, ///< We apparently send a malformed packet
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	NETWORK_RECV_STATUS_SERVER_ERROR,     ///< The server told us we made an error
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	NETWORK_RECV_STATUS_SERVER_FULL,      ///< The server is full
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	NETWORK_RECV_STATUS_SERVER_BANNED,    ///< The server has banned us
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	NETWORK_RECV_STATUS_CLOSE_QUERY,      ///< Done quering the server
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} NetworkRecvStatus;
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/**
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 * SocketHandler for all network sockets in OpenTTD.
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 */
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class NetworkSocketHandler {
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public:
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	/* TODO: make socket & has_quit protected once the TCP stuff
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	 *is in a real class too */
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	bool has_quit; ///< Whether the current client has quit/send a bad packet
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	SOCKET sock;   ///< The socket currently connected to
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public:
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	NetworkSocketHandler() { this->sock = INVALID_SOCKET; this->has_quit = false; }
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	virtual ~NetworkSocketHandler() { this->Close(); }
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	/** Really close the socket */
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	virtual void Close() {}
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	/**
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	 * Close the current connection; for TCP this will be mostly equivalent
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	 * to Close(), but for UDP it just means the packet has to be dropped.
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	 * @return new status of the connection.
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	 */
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	virtual NetworkRecvStatus CloseConnection() { this->has_quit = true; return NETWORK_RECV_STATUS_OKAY; }
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	/**
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	 * Whether this socket is currently bound to a socket.
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	 * @return true when the socket is bound, false otherwise
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	 */
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	bool IsConnected() { return this->sock != INVALID_SOCKET; }
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	/**
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	 * Whether the current client connected to the socket has quit.
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	 * In the case of UDP, for example, once a client quits (send bad
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	 * data), the socket in not closed; only the packet is dropped.
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	 * @return true when the current client has quit, false otherwise
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	 */
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	bool HasClientQuit() { return this->has_quit; }
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};
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#endif /* ENABLE_NETWORK */
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#endif /* NETWORK_CORE_H */