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authordominik <dominik@openttd.org>2004-08-22 10:23:37 +0000
committerdominik <dominik@openttd.org>2004-08-22 10:23:37 +0000
commit0bd907e88df535a11483b5bdcb5763a5fce0cbf5 (patch)
treeba05804e536e0dfe9e8f04ff59eca4cecbea04e5 /functions.h
parentb2340212c393d2488b8554dccafb9ab56e00dee5 (diff)
downloadopenttd-0bd907e88df535a11483b5bdcb5763a5fce0cbf5.tar.xz
(svn r106) New network core (by sign_de)
Features: * network core is dynamicly loaded when needed (-n isn't needed anymore) for easy switching between single and multiplayer. But commandline shortcuts are still enabled: -n = autodetect network server -n [ip] = connect to the server * udp now uses 2 different ports - you can run 1 server and serveral clients on one pc - the clients udp-socket gets unloaded when the network game starts - the servers udp-sockets remains online to allow the network gui to detect itself * new gameinfo structure this struct is available for every online/lan game * dynamic NetworkGameList
Diffstat (limited to 'functions.h')
-rw-r--r--functions.h31
1 files changed, 24 insertions, 7 deletions
diff --git a/functions.h b/functions.h
index f684fa055..64be83efb 100644
--- a/functions.h
+++ b/functions.h
@@ -121,19 +121,36 @@ int CalcBridgeLenCostFactor(int x);
typedef void CommandCallback(bool success, uint tile, uint32 p1, uint32 p2);
bool DoCommandP(TileIndex tile, uint32 p1, uint32 p2, CommandCallback *callback, uint32 cmd);
-void NetworkConnect(const char *hostname, int port);
void NetworkReceive();
void NetworkSend();
void NetworkProcessCommands();
-void NetworkListen(int port);
-void NetworkInitialize(const char *hostname);
+void NetworkListen();
+void NetworkInitialize();
void NetworkShutdown();
void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback);
-void NetworkStartSync();
-void NetworkUDPListen(int port);
-void NetworkUDPReceive();
+void NetworkStartSync(bool fcreset);
+void NetworkClose(bool client);
+
void NetworkIPListInit();
-bool NetworkUDPSearchServer();
+
+void NetworkCoreInit();
+void NetworkCoreShutdown();
+void NetworkCoreDisconnect();
+void NetworkCoreLoop(bool incomming);
+bool NetworkCoreConnectGame(byte* b, unsigned short port);
+bool NetworkCoreStartGame();
+
+void NetworkLobbyShutdown();
+void NetworkLobbyInit();
+
+void NetworkGameListClear();
+char * NetworkGameListAdd();
+void NetworkGameListFromLAN();
+void NetworkGameListFromInternet();
+char * NetworkGameListItem(uint16 index);
+
+void NetworkGameFillDefaults();
+void NetworkGameChangeDate(uint16 newdate);
/* misc_cmd.c */
void PlaceTreesRandomly();