Update to 12.0-beta1

This commit is contained in:
dP
2021-08-15 14:57:29 +03:00
parent ac7d3eba75
commit 9df4f2c4fc
666 changed files with 61302 additions and 20466 deletions
+22 -15
View File
@@ -15,13 +15,14 @@
/** Class for handling the client side of the game connection. */
class ClientNetworkGameSocketHandler : public ZeroedMemoryAllocator, public NetworkGameSocketHandler {
private:
std::string connection_string; ///< Address we are connected to.
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.
/** Status of the connection with the server. */
enum ServerStatus {
STATUS_INACTIVE, ///< The client is not connected nor active.
STATUS_COMPANY_INFO, ///< We are trying to get company information.
STATUS_GAME_INFO, ///< We are trying to get the game information.
STATUS_JOIN, ///< We are trying to join a server.
STATUS_NEWGRFS_CHECK, ///< Last action was checking NewGRFs.
STATUS_AUTH_GAME, ///< Last action was requesting game (server) password.
@@ -43,7 +44,7 @@ protected:
NetworkRecvStatus Receive_SERVER_FULL(Packet *p) override;
NetworkRecvStatus Receive_SERVER_BANNED(Packet *p) override;
NetworkRecvStatus Receive_SERVER_ERROR(Packet *p) override;
NetworkRecvStatus Receive_SERVER_COMPANY_INFO(Packet *p) override;
NetworkRecvStatus Receive_SERVER_GAME_INFO(Packet *p) override;
NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p) override;
NetworkRecvStatus Receive_SERVER_NEED_GAME_PASSWORD(Packet *p) override;
NetworkRecvStatus Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p) override;
@@ -73,13 +74,13 @@ protected:
static NetworkRecvStatus SendMapOk();
void CheckConnection();
public:
ClientNetworkGameSocketHandler(SOCKET s);
ClientNetworkGameSocketHandler(SOCKET s, const std::string &connection_string);
~ClientNetworkGameSocketHandler();
NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override;
void ClientError(NetworkRecvStatus res);
static NetworkRecvStatus SendCompanyInformationQuery();
static NetworkRecvStatus SendInformationQuery();
static NetworkRecvStatus SendJoin();
static NetworkRecvStatus SendCommand(const CommandPacket *cp);
@@ -87,14 +88,14 @@ public:
static NetworkRecvStatus SendQuit();
static NetworkRecvStatus SendAck();
static NetworkRecvStatus SendGamePassword(const char *password);
static NetworkRecvStatus SendCompanyPassword(const char *password);
static NetworkRecvStatus SendGamePassword(const std::string &password);
static NetworkRecvStatus SendCompanyPassword(const std::string &password);
static NetworkRecvStatus SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data);
static NetworkRecvStatus SendSetPassword(const char *password);
static NetworkRecvStatus SendSetName(const char *name);
static NetworkRecvStatus SendRCon(const char *password, const char *command);
static NetworkRecvStatus SendMove(CompanyID company, const char *password);
static NetworkRecvStatus SendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64 data);
static NetworkRecvStatus SendSetPassword(const std::string &password);
static NetworkRecvStatus SendSetName(const std::string &name);
static NetworkRecvStatus SendRCon(const std::string &password, const std::string &command);
static NetworkRecvStatus SendMove(CompanyID company, const std::string &password);
static bool IsConnected();
@@ -107,11 +108,17 @@ public:
typedef ClientNetworkGameSocketHandler MyClient;
void NetworkClient_Connected();
void NetworkClientSetCompanyPassword(const char *password);
void NetworkClientSetCompanyPassword(const std::string &password);
extern CompanyID _network_join_as;
/** Information required to join a server. */
struct NetworkJoinInfo {
NetworkJoinInfo() : company(COMPANY_SPECTATOR) {}
std::string connection_string; ///< The address of the server to join.
CompanyID company; ///< The company to join.
std::string server_password; ///< The password of the server to join.
std::string company_password; ///< The password of the company to join.
};
extern const char *_network_join_server_password;
extern const char *_network_join_company_password;
extern NetworkJoinInfo _network_join;
#endif /* NETWORK_CLIENT_H */