diff options
author | rubidium <rubidium@openttd.org> | 2008-01-13 21:51:53 +0000 |
---|---|---|
committer | rubidium <rubidium@openttd.org> | 2008-01-13 21:51:53 +0000 |
commit | 392d59f6a9d895710ff619ebe980e960b673bca7 (patch) | |
tree | dd6399ac3bc9f7813081a7cd37da6055249af718 | |
parent | 3ca95f2a85d2347f28424a479fa3323f4a86bca7 (diff) | |
download | openttd-392d59f6a9d895710ff619ebe980e960b673bca7.tar.xz |
(svn r11840) -Codechange: split network.h so not everything in there needs to be included when wanting to know whether we are a server.
-rw-r--r-- | src/network/network.cpp | 12 | ||||
-rw-r--r-- | src/network/network.h | 213 | ||||
-rw-r--r-- | src/network/network_data.h | 1 | ||||
-rw-r--r-- | src/network/network_internal.h | 208 | ||||
-rw-r--r-- | src/openttd.cpp | 1 | ||||
-rw-r--r-- | src/players.cpp | 1 | ||||
-rw-r--r-- | src/settings.cpp | 1 | ||||
-rw-r--r-- | src/video/dedicated_v.cpp | 1 |
8 files changed, 231 insertions, 207 deletions
diff --git a/src/network/network.cpp b/src/network/network.cpp index 72cd515e8..1cd128181 100644 --- a/src/network/network.cpp +++ b/src/network/network.cpp @@ -3,8 +3,6 @@ #include "../stdafx.h" #include "network_data.h" -extern const char _openttd_revision[]; - #ifdef ENABLE_NETWORK #include "../openttd.h" @@ -40,6 +38,10 @@ extern const char _openttd_revision[]; #include "table/strings.h" bool _network_reload_cfg; +bool _network_server; ///< network-server is active +bool _network_available; ///< is network mode available? +bool _network_dedicated; ///< are we a dedicated server? +bool _network_advertise; ///< is the server advertising to the master server? /* Check whether NETWORK_NUM_LANDSCAPES is still in sync with NUM_LANDSCAPE */ assert_compile((int)NETWORK_NUM_LANDSCAPES == (int)NUM_LANDSCAPE); @@ -1202,8 +1204,7 @@ static void NetworkHandleLocalQueue() if (_frame_counter > cp->frame) { // If we reach here, it means for whatever reason, we've already executed // past the command we need to execute. - DEBUG(net, 0, "Trying to execute a packet in the past!"); - assert(0); + error("[net] Trying to execute a packet in the past!"); } // We can execute this command @@ -1469,3 +1470,6 @@ bool IsNetworkCompatibleVersion(const char *other) } #endif /* ENABLE_NETWORK */ + +/* NOTE: this variable needs to be always available */ +PlayerID _network_playas; diff --git a/src/network/network.h b/src/network/network.h index 98064dad0..3cedb9b6e 100644 --- a/src/network/network.h +++ b/src/network/network.h @@ -3,214 +3,18 @@ #ifndef NETWORK_H #define NETWORK_H -#ifdef ENABLE_NETWORK - #include "../player_type.h" -#include "../economy_type.h" -#include "core/config.h" -#include "core/game.h" - -// If this line is enable, every frame will have a sync test -// this is not needed in normal games. Normal is like 1 sync in 100 -// frames. You can enable this if you have a lot of desyncs on a certain -// game. -// Remember: both client and server have to be compiled with this -// option enabled to make it to work. If one of the two has it disabled -// nothing will happen. -//#define ENABLE_NETWORK_SYNC_EVERY_FRAME - -// In theory sending 1 of the 2 seeds is enough to check for desyncs -// so in theory, this next define can be left off. -//#define NETWORK_SEND_DOUBLE_SEED - -// How many clients can we have? Like.. MAX_PLAYERS - 1 is the amount of -// players that can really play.. so.. a max of 4 spectators.. gives us.. -// MAX_PLAYERS + 3 -#define MAX_CLIENTS (MAX_PLAYERS + 3) - - -// Do not change this next line. It should _ALWAYS_ be MAX_CLIENTS + 1 -#define MAX_CLIENT_INFO (MAX_CLIENTS + 1) - -#define MAX_INTERFACES 9 - - -// How many vehicle/station types we put over the network -#define NETWORK_VEHICLE_TYPES 5 -#define NETWORK_STATION_TYPES 5 - -struct NetworkPlayerInfo { - char company_name[NETWORK_NAME_LENGTH]; // Company name - char password[NETWORK_PASSWORD_LENGTH]; // The password for the player - Year inaugurated_year; // What year the company started in - Money company_value; // The company value - Money money; // The amount of money the company has - Money income; // How much did the company earned last year - uint16 performance; // What was his performance last month? - bool use_password; // Is there a password - uint16 num_vehicle[NETWORK_VEHICLE_TYPES]; // How many vehicles are there of this type? - uint16 num_station[NETWORK_STATION_TYPES]; // How many stations are there of this type? - char players[NETWORK_PLAYERS_LENGTH]; // The players that control this company (Name1, name2, ..) - uint16 months_empty; // How many months the company is empty -}; - -struct NetworkClientInfo { - uint16 client_index; // Index of the client (same as ClientState->index) - char client_name[NETWORK_CLIENT_NAME_LENGTH]; // Name of the client - byte client_lang; // The language of the client - PlayerID client_playas; // As which player is this client playing (PlayerID) - uint32 client_ip; // IP-address of the client (so he can be banned) - Date join_date; // Gamedate the player has joined - char unique_id[NETWORK_UNIQUE_ID_LENGTH]; // Every play sends an unique id so we can indentify him -}; - -enum NetworkJoinStatus { - NETWORK_JOIN_STATUS_CONNECTING, - NETWORK_JOIN_STATUS_AUTHORIZING, - NETWORK_JOIN_STATUS_WAITING, - NETWORK_JOIN_STATUS_DOWNLOADING, - NETWORK_JOIN_STATUS_PROCESSING, - NETWORK_JOIN_STATUS_REGISTERING, - - NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO, -}; - -/* Language ids for server_lang and client_lang. Do NOT modify the order. */ -enum NetworkLanguage { - NETLANG_ANY = 0, - NETLANG_ENGLISH, - NETLANG_GERMAN, - NETLANG_FRENCH, - NETLANG_BRAZILIAN, - NETLANG_BULGARIAN, - NETLANG_CHINESE, - NETLANG_CZECH, - NETLANG_DANISH, - NETLANG_DUTCH, - NETLANG_ESPERANTO, - NETLANG_FINNISH, - NETLANG_HUNGARIAN, - NETLANG_ICELANDIC, - NETLANG_ITALIAN, - NETLANG_JAPANESE, - NETLANG_KOREAN, - NETLANG_LITHUANIAN, - NETLANG_NORWEGIAN, - NETLANG_POLISH, - NETLANG_PORTUGUESE, - NETLANG_ROMANIAN, - NETLANG_RUSSIAN, - NETLANG_SLOVAK, - NETLANG_SLOVENIAN, - NETLANG_SPANISH, - NETLANG_SWEDISH, - NETLANG_TURKISH, - NETLANG_UKRAINIAN, - NETLANG_COUNT -}; - -VARDEF NetworkGameInfo _network_game_info; -VARDEF NetworkPlayerInfo _network_player_info[MAX_PLAYERS]; -VARDEF NetworkClientInfo _network_client_info[MAX_CLIENT_INFO]; - -VARDEF char _network_player_name[NETWORK_CLIENT_NAME_LENGTH]; -VARDEF char _network_default_ip[NETWORK_HOSTNAME_LENGTH]; - -VARDEF uint16 _network_own_client_index; -VARDEF char _network_unique_id[NETWORK_UNIQUE_ID_LENGTH]; // Our own unique ID - -VARDEF uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode -VARDEF uint32 _frame_counter_max; // To where we may go with our clients -VARDEF uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients. - -// networking settings -VARDEF uint32 _broadcast_list[MAX_INTERFACES + 1]; - -VARDEF uint16 _network_server_port; -/* We use bind_ip and bind_ip_host, where bind_ip_host is the readable form of - bind_ip_host, and bind_ip the numeric value, because we want a nice number - in the openttd.cfg, but we wants to use the uint32 internally.. */ -VARDEF uint32 _network_server_bind_ip; -VARDEF char _network_server_bind_ip_host[NETWORK_HOSTNAME_LENGTH]; -VARDEF bool _is_network_server; // Does this client wants to be a network-server? -VARDEF char _network_server_name[NETWORK_NAME_LENGTH]; -VARDEF char _network_server_password[NETWORK_PASSWORD_LENGTH]; -VARDEF char _network_rcon_password[NETWORK_PASSWORD_LENGTH]; -VARDEF char _network_default_company_pass[NETWORK_PASSWORD_LENGTH]; - -VARDEF uint16 _network_max_join_time; ///< Time a client can max take to join -VARDEF bool _network_pause_on_join; ///< Pause the game when a client tries to join (more chance of succeeding join) - -VARDEF uint16 _redirect_console_to_client; - -VARDEF uint16 _network_sync_freq; -VARDEF uint8 _network_frame_freq; - -VARDEF uint32 _sync_seed_1, _sync_seed_2; -VARDEF uint32 _sync_frame; -VARDEF bool _network_first_time; -// Vars needed for the join-GUI -VARDEF NetworkJoinStatus _network_join_status; -VARDEF uint8 _network_join_waiting; -VARDEF uint16 _network_join_kbytes; -VARDEF uint16 _network_join_kbytes_total; - -VARDEF char _network_last_host[NETWORK_HOSTNAME_LENGTH]; -VARDEF short _network_last_port; -VARDEF uint32 _network_last_host_ip; -VARDEF uint8 _network_reconnect; - -VARDEF bool _network_udp_server; -VARDEF uint16 _network_udp_broadcast; - -VARDEF byte _network_lan_internet; - -VARDEF bool _network_need_advertise; -VARDEF uint32 _network_last_advertise_frame; -VARDEF uint8 _network_advertise_retries; - -VARDEF bool _network_autoclean_companies; -VARDEF uint8 _network_autoclean_unprotected; // Remove a company after X months -VARDEF uint8 _network_autoclean_protected; // Unprotect a company after X months - -VARDEF Year _network_restart_game_year; // If this year is reached, the server automaticly restarts -VARDEF uint8 _network_min_players; // Minimum number of players for game to unpause - -void NetworkTCPQueryServer(const char* host, unsigned short port); - -byte NetworkSpectatorCount(); - -VARDEF char *_network_host_list[10]; -VARDEF char *_network_ban_list[25]; - -void ParseConnectionString(const char **player, const char **port, char *connection_string); -void NetworkUpdateClientInfo(uint16 client_index); -void NetworkAddServer(const char *b); -void NetworkRebuildHostList(); -bool NetworkChangeCompanyPassword(byte argc, char *argv[]); -void NetworkPopulateCompanyInfo(); -void UpdateNetworkGameWindow(bool unselect); -void CheckMinPlayers(); -void NetworkStartDebugLog(const char *hostname, uint16 port); +#ifdef ENABLE_NETWORK void NetworkStartUp(); -void NetworkUDPCloseAll(); void NetworkShutDown(); -void NetworkGameLoop(); -void NetworkUDPGameLoop(); -bool NetworkServerStart(); -bool NetworkClientConnectGame(const char *host, uint16 port); -void NetworkReboot(); -void NetworkDisconnect(); - -bool IsNetworkCompatibleVersion(const char *version); extern bool _networking; ///< are we in networking mode? -VARDEF bool _network_server; ///< network-server is active -VARDEF bool _network_available; ///< is network mode available? -VARDEF bool _network_dedicated; ///< are we a dedicated server? -VARDEF bool _network_advertise; ///< is the server advertising to the master server? +extern bool _network_server; ///< network-server is active +extern bool _network_available; ///< is network mode available? +extern bool _network_dedicated; ///< are we a dedicated server? +extern bool _network_advertise; ///< is the server advertising to the master server? extern bool _network_reload_cfg; ///< will we reload the entire config for the next game? #else /* ENABLE_NETWORK */ @@ -227,7 +31,10 @@ static inline void NetworkShutDown() {} #endif /* ENABLE_NETWORK */ -/* This variable must always be registered! */ -VARDEF PlayerID _network_playas; ///< an id to play as.. (see players.h:Players) +/** What is the revision of OpenTTD. */ +extern const char _openttd_revision[]; + +/** As which player do we play? */ +extern PlayerID _network_playas; #endif /* NETWORK_H */ diff --git a/src/network/network_data.h b/src/network/network_data.h index dfc1a8be1..2034de5b9 100644 --- a/src/network/network_data.h +++ b/src/network/network_data.h @@ -5,6 +5,7 @@ #include "../openttd.h" #include "network.h" +#include "network_internal.h" // Is the network enabled? #ifdef ENABLE_NETWORK diff --git a/src/network/network_internal.h b/src/network/network_internal.h new file mode 100644 index 000000000..821800ffc --- /dev/null +++ b/src/network/network_internal.h @@ -0,0 +1,208 @@ +/* $Id$ */ + +#ifndef NETWORK_INTERNAL_H +#define NETWORK_INTERNAL_H + +#ifdef ENABLE_NETWORK + +#include "../player_type.h" +#include "../economy_type.h" +#include "core/config.h" +#include "core/game.h" + +// If this line is enable, every frame will have a sync test +// this is not needed in normal games. Normal is like 1 sync in 100 +// frames. You can enable this if you have a lot of desyncs on a certain +// game. +// Remember: both client and server have to be compiled with this +// option enabled to make it to work. If one of the two has it disabled +// nothing will happen. +//#define ENABLE_NETWORK_SYNC_EVERY_FRAME + +// In theory sending 1 of the 2 seeds is enough to check for desyncs +// so in theory, this next define can be left off. +//#define NETWORK_SEND_DOUBLE_SEED + +// How many clients can we have? Like.. MAX_PLAYERS - 1 is the amount of +// players that can really play.. so.. a max of 4 spectators.. gives us.. +// MAX_PLAYERS + 3 +#define MAX_CLIENTS (MAX_PLAYERS + 3) + + +// Do not change this next line. It should _ALWAYS_ be MAX_CLIENTS + 1 +#define MAX_CLIENT_INFO (MAX_CLIENTS + 1) + +#define MAX_INTERFACES 9 + + +// How many vehicle/station types we put over the network +#define NETWORK_VEHICLE_TYPES 5 +#define NETWORK_STATION_TYPES 5 + +struct NetworkPlayerInfo { + char company_name[NETWORK_NAME_LENGTH]; // Company name + char password[NETWORK_PASSWORD_LENGTH]; // The password for the player + Year inaugurated_year; // What year the company started in + Money company_value; // The company value + Money money; // The amount of money the company has + Money income; // How much did the company earned last year + uint16 performance; // What was his performance last month? + bool use_password; // Is there a password + uint16 num_vehicle[NETWORK_VEHICLE_TYPES]; // How many vehicles are there of this type? + uint16 num_station[NETWORK_STATION_TYPES]; // How many stations are there of this type? + char players[NETWORK_PLAYERS_LENGTH]; // The players that control this company (Name1, name2, ..) + uint16 months_empty; // How many months the company is empty +}; + +struct NetworkClientInfo { + uint16 client_index; // Index of the client (same as ClientState->index) + char client_name[NETWORK_CLIENT_NAME_LENGTH]; // Name of the client + byte client_lang; // The language of the client + PlayerID client_playas; // As which player is this client playing (PlayerID) + uint32 client_ip; // IP-address of the client (so he can be banned) + Date join_date; // Gamedate the player has joined + char unique_id[NETWORK_UNIQUE_ID_LENGTH]; // Every play sends an unique id so we can indentify him +}; + +enum NetworkJoinStatus { + NETWORK_JOIN_STATUS_CONNECTING, + NETWORK_JOIN_STATUS_AUTHORIZING, + NETWORK_JOIN_STATUS_WAITING, + NETWORK_JOIN_STATUS_DOWNLOADING, + NETWORK_JOIN_STATUS_PROCESSING, + NETWORK_JOIN_STATUS_REGISTERING, + + NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO, +}; + +/* Language ids for server_lang and client_lang. Do NOT modify the order. */ +enum NetworkLanguage { + NETLANG_ANY = 0, + NETLANG_ENGLISH, + NETLANG_GERMAN, + NETLANG_FRENCH, + NETLANG_BRAZILIAN, + NETLANG_BULGARIAN, + NETLANG_CHINESE, + NETLANG_CZECH, + NETLANG_DANISH, + NETLANG_DUTCH, + NETLANG_ESPERANTO, + NETLANG_FINNISH, + NETLANG_HUNGARIAN, + NETLANG_ICELANDIC, + NETLANG_ITALIAN, + NETLANG_JAPANESE, + NETLANG_KOREAN, + NETLANG_LITHUANIAN, + NETLANG_NORWEGIAN, + NETLANG_POLISH, + NETLANG_PORTUGUESE, + NETLANG_ROMANIAN, + NETLANG_RUSSIAN, + NETLANG_SLOVAK, + NETLANG_SLOVENIAN, + NETLANG_SPANISH, + NETLANG_SWEDISH, + NETLANG_TURKISH, + NETLANG_UKRAINIAN, + NETLANG_COUNT +}; + +VARDEF NetworkGameInfo _network_game_info; +VARDEF NetworkPlayerInfo _network_player_info[MAX_PLAYERS]; +VARDEF NetworkClientInfo _network_client_info[MAX_CLIENT_INFO]; + +VARDEF char _network_player_name[NETWORK_CLIENT_NAME_LENGTH]; +VARDEF char _network_default_ip[NETWORK_HOSTNAME_LENGTH]; + +VARDEF uint16 _network_own_client_index; +VARDEF char _network_unique_id[NETWORK_UNIQUE_ID_LENGTH]; // Our own unique ID + +VARDEF uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode +VARDEF uint32 _frame_counter_max; // To where we may go with our clients + +VARDEF uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients. + +// networking settings +VARDEF uint32 _broadcast_list[MAX_INTERFACES + 1]; + +VARDEF uint16 _network_server_port; +/* We use bind_ip and bind_ip_host, where bind_ip_host is the readable form of + bind_ip_host, and bind_ip the numeric value, because we want a nice number + in the openttd.cfg, but we wants to use the uint32 internally.. */ +VARDEF uint32 _network_server_bind_ip; +VARDEF char _network_server_bind_ip_host[NETWORK_HOSTNAME_LENGTH]; +VARDEF bool _is_network_server; // Does this client wants to be a network-server? +VARDEF char _network_server_name[NETWORK_NAME_LENGTH]; +VARDEF char _network_server_password[NETWORK_PASSWORD_LENGTH]; +VARDEF char _network_rcon_password[NETWORK_PASSWORD_LENGTH]; +VARDEF char _network_default_company_pass[NETWORK_PASSWORD_LENGTH]; + +VARDEF uint16 _network_max_join_time; ///< Time a client can max take to join +VARDEF bool _network_pause_on_join; ///< Pause the game when a client tries to join (more chance of succeeding join) + +VARDEF uint16 _redirect_console_to_client; + +VARDEF uint16 _network_sync_freq; +VARDEF uint8 _network_frame_freq; + +VARDEF uint32 _sync_seed_1, _sync_seed_2; +VARDEF uint32 _sync_frame; +VARDEF bool _network_first_time; +// Vars needed for the join-GUI +VARDEF NetworkJoinStatus _network_join_status; +VARDEF uint8 _network_join_waiting; +VARDEF uint16 _network_join_kbytes; +VARDEF uint16 _network_join_kbytes_total; + +VARDEF char _network_last_host[NETWORK_HOSTNAME_LENGTH]; +VARDEF short _network_last_port; +VARDEF uint32 _network_last_host_ip; +VARDEF uint8 _network_reconnect; + +VARDEF bool _network_udp_server; +VARDEF uint16 _network_udp_broadcast; + +VARDEF byte _network_lan_internet; + +VARDEF bool _network_need_advertise; +VARDEF uint32 _network_last_advertise_frame; +VARDEF uint8 _network_advertise_retries; + +VARDEF bool _network_autoclean_companies; +VARDEF uint8 _network_autoclean_unprotected; // Remove a company after X months +VARDEF uint8 _network_autoclean_protected; // Unprotect a company after X months + +VARDEF Year _network_restart_game_year; // If this year is reached, the server automaticly restarts +VARDEF uint8 _network_min_players; // Minimum number of players for game to unpause + +void NetworkTCPQueryServer(const char* host, unsigned short port); + +byte NetworkSpectatorCount(); + +VARDEF char *_network_host_list[10]; +VARDEF char *_network_ban_list[25]; + +void ParseConnectionString(const char **player, const char **port, char *connection_string); +void NetworkUpdateClientInfo(uint16 client_index); +void NetworkAddServer(const char *b); +void NetworkRebuildHostList(); +bool NetworkChangeCompanyPassword(byte argc, char *argv[]); +void NetworkPopulateCompanyInfo(); +void UpdateNetworkGameWindow(bool unselect); +void CheckMinPlayers(); +void NetworkStartDebugLog(const char *hostname, uint16 port); + +void NetworkUDPCloseAll(); +void NetworkGameLoop(); +void NetworkUDPGameLoop(); +bool NetworkServerStart(); +bool NetworkClientConnectGame(const char *host, uint16 port); +void NetworkReboot(); +void NetworkDisconnect(); + +bool IsNetworkCompatibleVersion(const char *version); + +#endif /* ENABLE_NETWORK */ +#endif /* NETWORK_INTERNAL_H */ diff --git a/src/openttd.cpp b/src/openttd.cpp index 0e0e783d5..f53b4a621 100644 --- a/src/openttd.cpp +++ b/src/openttd.cpp @@ -37,6 +37,7 @@ #include "console.h" #include "screenshot.h" #include "network/network.h" +#include "network/network_internal.h" #include "signs.h" #include "depot.h" #include "waypoint.h" diff --git a/src/players.cpp b/src/players.cpp index 70f1ffa82..1ddf70ffe 100644 --- a/src/players.cpp +++ b/src/players.cpp @@ -13,6 +13,7 @@ #include "saveload.h" #include "command_func.h" #include "network/network.h" +#include "network/network_internal.h" #include "variables.h" #include "engine.h" #include "ai/ai.h" diff --git a/src/settings.cpp b/src/settings.cpp index 41615cff0..6b4918f1b 100644 --- a/src/settings.cpp +++ b/src/settings.cpp @@ -25,6 +25,7 @@ #include "screenshot.h" #include "variables.h" #include "network/network.h" +#include "network/network_internal.h" #include "settings_internal.h" #include "command_func.h" #include "console.h" diff --git a/src/video/dedicated_v.cpp b/src/video/dedicated_v.cpp index 0ba791c93..c952ff093 100644 --- a/src/video/dedicated_v.cpp +++ b/src/video/dedicated_v.cpp @@ -8,6 +8,7 @@ #include "../debug.h" #include "../gfx_func.h" #include "../network/network.h" +#include "../network/network_internal.h" #include "../console.h" #include "../variables.h" #include "../genworld.h" |