/* * 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 network_query.h Query part of the network protocol. */ #ifndef NETWORK_QUERY_H #define NETWORK_QUERY_H #include "network_internal.h" #include /** Class for handling the client side of quering a game server. */ class QueryNetworkGameSocketHandler : public ZeroedMemoryAllocator, public NetworkGameSocketHandler { private: static std::vector> queries; ///< Pending queries. std::string connection_string; ///< Address we are connected to. 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_GAME_INFO(Packet &p) override; NetworkRecvStatus Receive_SERVER_GAME_INFO_EXTENDED(Packet &p) override; NetworkRecvStatus SendGameInfo(); bool CheckConnection(); void Send(); bool Receive(); public: /** * Create a new socket for the client side of quering game server. * @param s The socket to connect with. * @param connection_string The connection string of the server. */ QueryNetworkGameSocketHandler(SOCKET s, const std::string &connection_string) : NetworkGameSocketHandler(s), connection_string(connection_string) {} /** * Start to query a server based on an open socket. * @param s The socket to connect with. * @param connection_string The connection string of the server. */ static void QueryServer(SOCKET s, const std::string &connection_string) { auto query = std::make_unique(s, connection_string); query->SendGameInfo(); QueryNetworkGameSocketHandler::queries.push_back(std::move(query)); } static void SendReceive(); NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override; }; #endif /* NETWORK_QUERY_H */