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authorrubidium <rubidium@openttd.org>2007-01-02 19:19:48 +0000
committerrubidium <rubidium@openttd.org>2007-01-02 19:19:48 +0000
commit013df98f79866a75f367853c9e436f3c5c79f645 (patch)
treead4a63860df2626b22f77e7dac712e958bea54cb /src/network/network.h
parent3d32fd3f4bfaceb8a48530fbc2f4bd5db2752596 (diff)
downloadopenttd-013df98f79866a75f367853c9e436f3c5c79f645.tar.xz
(svn r7759) -Merge: makefile rewrite. This merge features:
- A proper ./configure, so everything needs to be configured only once, not for every make. - Usage of makedepend when available. This greatly reduces the time needed for generating the dependencies. - A generator for all project files. There is a single file with sources, which is used to generate Makefiles and the project files for MSVC. - Proper support for OSX universal binaries. - Object files for non-MSVC compiles are also placed in separate directories, making is faster to switch between debug and release compiles and it does not touch the directory with the source files. - Functionality to make a bundle of all needed files for for example a nightly or distribution of a binary with all needed GRFs and language files. Note: as this merge moves almost all files, it is recommended to make a backup of your working copy before updating your working copy.
Diffstat (limited to 'src/network/network.h')
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diff --git a/src/network/network.h b/src/network/network.h
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+++ b/src/network/network.h
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+/* $Id$ */
+
+#ifndef NETWORK_H
+#define NETWORK_H
+
+#define NOREV_STRING "norev000"
+
+#ifdef ENABLE_NETWORK
+
+#include "../player.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
+
+typedef 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
+ int64 company_value; // The company value
+ int64 money; // The amount of money the company has
+ int64 income; // How much did the company earned last year
+ uint16 performance; // What was his performance last month?
+ byte use_password; // 0: No password 1: There is 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
+} NetworkPlayerInfo;
+
+typedef 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
+ byte 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_NAME_LENGTH]; // Every play sends an unique id so we can indentify him
+} NetworkClientInfo;
+
+typedef struct NetworkGameList {
+ NetworkGameInfo info;
+ uint32 ip;
+ uint16 port;
+ bool online; // False if the server did not respond (default status)
+ bool manually; // True if the server was added manually
+ struct NetworkGameList *next;
+} NetworkGameList;
+
+typedef enum {
+ 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,
+} NetworkJoinStatus;
+
+// language ids for server_lang and client_lang
+typedef enum {
+ NETLANG_ANY = 0,
+ NETLANG_ENGLISH = 1,
+ NETLANG_GERMAN = 2,
+ NETLANG_FRENCH = 3,
+} NetworkLanguage;
+
+VARDEF NetworkGameList *_network_game_list;
+
+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_NAME_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 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
+
+NetworkGameList *NetworkQueryServer(const char* host, unsigned short port, bool game_info);
+
+byte NetworkSpectatorCount(void);
+
+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(void);
+bool NetworkChangeCompanyPassword(byte argc, char *argv[]);
+void NetworkPopulateCompanyInfo(void);
+void UpdateNetworkGameWindow(bool unselect);
+void CheckMinPlayers(void);
+
+void NetworkStartUp(void);
+void NetworkUDPClose(void);
+void NetworkShutDown(void);
+void NetworkGameLoop(void);
+void NetworkUDPGameLoop(void);
+bool NetworkServerStart(void);
+bool NetworkClientConnectGame(const char *host, uint16 port);
+void NetworkReboot(void);
+void NetworkDisconnect(void);
+
+VARDEF bool _networking; ///< are we in networking mode?
+VARDEF bool _network_server; ///< network-server is active
+VARDEF bool _network_available; ///< is network mode available?
+
+#else /* ENABLE_NETWORK */
+/* Network function stubs when networking is disabled */
+
+static inline void NetworkStartUp(void) {}
+static inline void NetworkShutDown(void) {}
+
+#define _networking 0
+#define _network_server 0
+#define _network_available 0
+
+#endif /* ENABLE_NETWORK */
+
+/* These variables must always be registered! */
+VARDEF bool _network_dedicated; ///< are we a dedicated server?
+VARDEF bool _network_advertise; ///< is the server advertising to the master server?
+VARDEF PlayerID _network_playas; ///< an id to play as.. (see players.h:Players)
+
+#endif /* NETWORK_H */