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authorrubidium <rubidium@openttd.org>2008-01-13 21:51:53 +0000
committerrubidium <rubidium@openttd.org>2008-01-13 21:51:53 +0000
commit392d59f6a9d895710ff619ebe980e960b673bca7 (patch)
treedd6399ac3bc9f7813081a7cd37da6055249af718 /src/network/network.h
parent3ca95f2a85d2347f28424a479fa3323f4a86bca7 (diff)
downloadopenttd-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.
Diffstat (limited to 'src/network/network.h')
-rw-r--r--src/network/network.h213
1 files changed, 10 insertions, 203 deletions
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 */