openttd 1.4 rc1
--HG-- branch : openttd
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/* $Id: network_admin.h 25588 2013-07-11 20:31:39Z planetmaker $ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file network_admin.h Server part of the admin network protocol. */
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#ifndef NETWORK_ADMIN_H
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#define NETWORK_ADMIN_H
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#ifdef ENABLE_NETWORK
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#include "network_internal.h"
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#include "core/tcp_listen.h"
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#include "core/tcp_admin.h"
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extern AdminIndex _redirect_console_to_admin;
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class ServerNetworkAdminSocketHandler;
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/** Pool with all admin connections. */
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typedef Pool<ServerNetworkAdminSocketHandler, AdminIndex, 2, MAX_ADMINS, PT_NADMIN> NetworkAdminSocketPool;
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extern NetworkAdminSocketPool _networkadminsocket_pool;
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/** Class for handling the server side of the game connection. */
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class ServerNetworkAdminSocketHandler : public NetworkAdminSocketPool::PoolItem<&_networkadminsocket_pool>, public NetworkAdminSocketHandler, public TCPListenHandler<ServerNetworkAdminSocketHandler, ADMIN_PACKET_SERVER_FULL, ADMIN_PACKET_SERVER_BANNED> {
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protected:
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virtual NetworkRecvStatus Receive_ADMIN_JOIN(Packet *p);
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virtual NetworkRecvStatus Receive_ADMIN_QUIT(Packet *p);
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virtual NetworkRecvStatus Receive_ADMIN_UPDATE_FREQUENCY(Packet *p);
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virtual NetworkRecvStatus Receive_ADMIN_POLL(Packet *p);
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virtual NetworkRecvStatus Receive_ADMIN_CHAT(Packet *p);
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virtual NetworkRecvStatus Receive_ADMIN_RCON(Packet *p);
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virtual NetworkRecvStatus Receive_ADMIN_GAMESCRIPT(Packet *p);
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virtual NetworkRecvStatus Receive_ADMIN_PING(Packet *p);
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NetworkRecvStatus SendProtocol();
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NetworkRecvStatus SendPong(uint32 d1);
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public:
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AdminUpdateFrequency update_frequency[ADMIN_UPDATE_END]; ///< Admin requested update intervals.
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uint32 realtime_connect; ///< Time of connection.
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NetworkAddress address; ///< Address of the admin.
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ServerNetworkAdminSocketHandler(SOCKET s);
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~ServerNetworkAdminSocketHandler();
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NetworkRecvStatus SendError(NetworkErrorCode error);
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NetworkRecvStatus SendWelcome();
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NetworkRecvStatus SendNewGame();
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NetworkRecvStatus SendShutdown();
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NetworkRecvStatus SendDate();
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NetworkRecvStatus SendClientJoin(ClientID client_id);
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NetworkRecvStatus SendClientInfo(const NetworkClientSocket *cs, const NetworkClientInfo *ci);
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NetworkRecvStatus SendClientUpdate(const NetworkClientInfo *ci);
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NetworkRecvStatus SendClientQuit(ClientID client_id);
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NetworkRecvStatus SendClientError(ClientID client_id, NetworkErrorCode error);
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NetworkRecvStatus SendCompanyNew(CompanyID company_id);
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NetworkRecvStatus SendCompanyInfo(const Company *c);
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NetworkRecvStatus SendCompanyUpdate(const Company *c);
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NetworkRecvStatus SendCompanyRemove(CompanyID company_id, AdminCompanyRemoveReason bcrr);
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NetworkRecvStatus SendCompanyEconomy();
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NetworkRecvStatus SendCompanyStats();
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NetworkRecvStatus SendChat(NetworkAction action, DestType desttype, ClientID client_id, const char *msg, int64 data);
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NetworkRecvStatus SendRcon(uint16 colour, const char *command);
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NetworkRecvStatus SendConsole(const char *origin, const char *command);
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NetworkRecvStatus SendGameScript(const char *json);
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NetworkRecvStatus SendCmdNames();
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NetworkRecvStatus SendCmdLogging(ClientID client_id, const CommandPacket *cp);
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NetworkRecvStatus SendRconEnd(const char *command);
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static void Send();
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static void AcceptConnection(SOCKET s, const NetworkAddress &address);
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static bool AllowConnection();
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static void WelcomeAll();
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/**
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* Get the name used by the listener.
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* @return the name to show in debug logs and the like.
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*/
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static const char *GetName()
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{
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return "admin";
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}
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};
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/**
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* Iterate over all the sockets from a given starting point.
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* @param var The variable to iterate with.
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* @param start The start of the iteration.
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*/
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#define FOR_ALL_ADMIN_SOCKETS_FROM(var, start) FOR_ALL_ITEMS_FROM(ServerNetworkAdminSocketHandler, adminsocket_index, var, start)
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/**
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* Iterate over all the sockets.
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* @param var The variable to iterate with.
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*/
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#define FOR_ALL_ADMIN_SOCKETS(var) FOR_ALL_ADMIN_SOCKETS_FROM(var, 0)
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/**
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* Iterate over all the active sockets.
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* @param var The variable to iterate with.
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*/
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#define FOR_ALL_ACTIVE_ADMIN_SOCKETS(var) \
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FOR_ALL_ADMIN_SOCKETS(var) \
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if (var->GetAdminStatus() == ADMIN_STATUS_ACTIVE)
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void NetworkAdminClientInfo(const NetworkClientSocket *cs, bool new_client = false);
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void NetworkAdminClientUpdate(const NetworkClientInfo *ci);
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void NetworkAdminClientQuit(ClientID client_id);
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void NetworkAdminClientError(ClientID client_id, NetworkErrorCode error_code);
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void NetworkAdminCompanyInfo(const Company *company, bool new_company);
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void NetworkAdminCompanyUpdate(const Company *company);
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void NetworkAdminCompanyRemove(CompanyID company_id, AdminCompanyRemoveReason bcrr);
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void NetworkAdminChat(NetworkAction action, DestType desttype, ClientID client_id, const char *msg, int64 data = 0, bool from_admin = false);
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void NetworkAdminUpdate(AdminUpdateFrequency freq);
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void NetworkServerSendAdminRcon(AdminIndex admin_index, TextColour colour_code, const char *string);
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void NetworkAdminConsole(const char *origin, const char *string);
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void NetworkAdminGameScript(const char *json);
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void NetworkAdminCmdLogging(const NetworkClientSocket *owner, const CommandPacket *cp);
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#endif /* ENABLE_NETWORK */
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#endif /* NETWORK_ADMIN_H */
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