/* * This file is part of OpenTTD. * 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. * 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. * 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 . */ /** * @file tcp_coordinator.cpp Basic functions to receive and send Game Coordinator packets. */ #include "../../stdafx.h" #include "../../date_func.h" #include "../../debug.h" #include "tcp_coordinator.h" #include "../../safeguards.h" /** * Handle the given packet, i.e. pass it to the right. * parser receive command. * @param p The packet to handle. * @return True iff we should immediately handle further packets. */ bool NetworkCoordinatorSocketHandler::HandlePacket(Packet &p) { PacketCoordinatorType type = (PacketCoordinatorType)p.Recv_uint8(); switch (type) { case PACKET_COORDINATOR_GC_ERROR: return this->Receive_GC_ERROR(p); case PACKET_COORDINATOR_SERVER_REGISTER: return this->Receive_SERVER_REGISTER(p); case PACKET_COORDINATOR_GC_REGISTER_ACK: return this->Receive_GC_REGISTER_ACK(p); case PACKET_COORDINATOR_SERVER_UPDATE: return this->Receive_SERVER_UPDATE(p); case PACKET_COORDINATOR_CLIENT_LISTING: return this->Receive_CLIENT_LISTING(p); case PACKET_COORDINATOR_GC_LISTING: return this->Receive_GC_LISTING(p); case PACKET_COORDINATOR_CLIENT_CONNECT: return this->Receive_CLIENT_CONNECT(p); case PACKET_COORDINATOR_GC_CONNECTING: return this->Receive_GC_CONNECTING(p); case PACKET_COORDINATOR_SERCLI_CONNECT_FAILED: return this->Receive_SERCLI_CONNECT_FAILED(p); case PACKET_COORDINATOR_GC_CONNECT_FAILED: return this->Receive_GC_CONNECT_FAILED(p); case PACKET_COORDINATOR_CLIENT_CONNECTED: return this->Receive_CLIENT_CONNECTED(p); case PACKET_COORDINATOR_GC_DIRECT_CONNECT: return this->Receive_GC_DIRECT_CONNECT(p); case PACKET_COORDINATOR_GC_STUN_REQUEST: return this->Receive_GC_STUN_REQUEST(p); case PACKET_COORDINATOR_SERCLI_STUN_RESULT: return this->Receive_SERCLI_STUN_RESULT(p); case PACKET_COORDINATOR_GC_STUN_CONNECT: return this->Receive_GC_STUN_CONNECT(p); case PACKET_COORDINATOR_GC_NEWGRF_LOOKUP: return this->Receive_GC_NEWGRF_LOOKUP(p); case PACKET_COORDINATOR_GC_TURN_CONNECT: return this->Receive_GC_TURN_CONNECT(p); default: DEBUG(net, 0, "[tcp/coordinator] Received invalid packet type %u", type); return false; } } /** * Receive a packet at TCP level. * @return Whether at least one packet was received. */ bool NetworkCoordinatorSocketHandler::ReceivePackets() { /* * We read only a few of the packets. This allows the GUI to update when * a large set of servers is being received. Otherwise the interface * "hangs" while the game is updating the server-list. * * What arbitrary number to choose is the ultimate question though. */ std::unique_ptr p; static const int MAX_PACKETS_TO_RECEIVE = 42; int i = MAX_PACKETS_TO_RECEIVE; while (--i != 0 && (p = this->ReceivePacket()) != nullptr) { bool cont = this->HandlePacket(*p); if (!cont) return true; } return i != MAX_PACKETS_TO_RECEIVE - 1; } /** * Helper for logging receiving invalid packets. * @param type The received packet type. * @return Always false, as it's an error. */ bool NetworkCoordinatorSocketHandler::ReceiveInvalidPacket(PacketCoordinatorType type) { DEBUG(net, 0, "[tcp/coordinator] Received illegal packet type %u", type); return false; } bool NetworkCoordinatorSocketHandler::Receive_GC_ERROR(Packet &) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_GC_ERROR); } bool NetworkCoordinatorSocketHandler::Receive_SERVER_REGISTER(Packet &) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_SERVER_REGISTER); } bool NetworkCoordinatorSocketHandler::Receive_GC_REGISTER_ACK(Packet &) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_GC_REGISTER_ACK); } bool NetworkCoordinatorSocketHandler::Receive_SERVER_UPDATE(Packet &) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_SERVER_UPDATE); } bool NetworkCoordinatorSocketHandler::Receive_CLIENT_LISTING(Packet &) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_CLIENT_LISTING); } bool NetworkCoordinatorSocketHandler::Receive_GC_LISTING(Packet &) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_GC_LISTING); } bool NetworkCoordinatorSocketHandler::Receive_CLIENT_CONNECT(Packet &) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_CLIENT_CONNECT); } bool NetworkCoordinatorSocketHandler::Receive_GC_CONNECTING(Packet &) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_GC_CONNECTING); } bool NetworkCoordinatorSocketHandler::Receive_SERCLI_CONNECT_FAILED(Packet &) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_SERCLI_CONNECT_FAILED); } bool NetworkCoordinatorSocketHandler::Receive_GC_CONNECT_FAILED(Packet &) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_GC_CONNECT_FAILED); } bool NetworkCoordinatorSocketHandler::Receive_CLIENT_CONNECTED(Packet &) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_CLIENT_CONNECTED); } bool NetworkCoordinatorSocketHandler::Receive_GC_DIRECT_CONNECT(Packet &) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_GC_DIRECT_CONNECT); } bool NetworkCoordinatorSocketHandler::Receive_GC_STUN_REQUEST(Packet &) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_GC_STUN_REQUEST); } bool NetworkCoordinatorSocketHandler::Receive_SERCLI_STUN_RESULT(Packet &) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_SERCLI_STUN_RESULT); } bool NetworkCoordinatorSocketHandler::Receive_GC_STUN_CONNECT(Packet &) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_GC_STUN_CONNECT); } bool NetworkCoordinatorSocketHandler::Receive_GC_NEWGRF_LOOKUP(Packet &) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_GC_NEWGRF_LOOKUP); } bool NetworkCoordinatorSocketHandler::Receive_GC_TURN_CONNECT(Packet &) { return this->ReceiveInvalidPacket(PACKET_COORDINATOR_GC_TURN_CONNECT); }