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OpenTTD-patches/src/network/network_admin.h

126 lines
5.6 KiB
C++

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