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authorrubidium <rubidium@openttd.org>2008-05-30 18:20:26 +0000
committerrubidium <rubidium@openttd.org>2008-05-30 18:20:26 +0000
commit2f3b88ef9a217e911c897de49cc616e73a233b59 (patch)
treeae098eb73283ba9ab9875b3df24bbe3b5eb7fef1 /src/network
parente81386476f09997485e7f707f3349685e2140a97 (diff)
downloadopenttd-2f3b88ef9a217e911c897de49cc616e73a233b59.tar.xz
(svn r13343) -Codechange: reorder/move variable/functions in the network headers so that nothing from the network directory needs to include basically all network headers.
Diffstat (limited to 'src/network')
-rw-r--r--src/network/core/core.h4
-rw-r--r--src/network/core/tcp.cpp2
-rw-r--r--src/network/network.cpp33
-rw-r--r--src/network/network.h2
-rw-r--r--src/network/network_client.cpp37
-rw-r--r--src/network/network_data.cpp2
-rw-r--r--src/network/network_data.h121
-rw-r--r--src/network/network_func.h63
-rw-r--r--src/network/network_gamelist.cpp1
-rw-r--r--src/network/network_gamelist.h2
-rw-r--r--src/network/network_gui.cpp10
-rw-r--r--src/network/network_gui.h5
-rw-r--r--src/network/network_internal.h156
-rw-r--r--src/network/network_server.cpp88
-rw-r--r--src/network/network_server.h13
-rw-r--r--src/network/network_type.h108
-rw-r--r--src/network/network_udp.cpp2
17 files changed, 406 insertions, 243 deletions
diff --git a/src/network/core/core.h b/src/network/core/core.h
index 54ff156f3..4c5b3f9bd 100644
--- a/src/network/core/core.h
+++ b/src/network/core/core.h
@@ -62,7 +62,7 @@ public:
* Whether this socket is currently bound to a socket.
* @return true when the socket is bound, false otherwise
*/
- bool IsConnected() { return this->sock != INVALID_SOCKET; }
+ bool IsConnected() const { return this->sock != INVALID_SOCKET; }
/**
* Whether the current client connected to the socket has quit.
@@ -70,7 +70,7 @@ public:
* data), the socket in not closed; only the packet is dropped.
* @return true when the current client has quit, false otherwise
*/
- bool HasClientQuit() { return this->has_quit; }
+ bool HasClientQuit() const { return this->has_quit; }
void Send_GRFIdentifier(Packet *p, const GRFIdentifier *grf);
void Recv_GRFIdentifier(Packet *p, GRFIdentifier *grf);
diff --git a/src/network/core/tcp.cpp b/src/network/core/tcp.cpp
index f44f1741c..6450d4778 100644
--- a/src/network/core/tcp.cpp
+++ b/src/network/core/tcp.cpp
@@ -11,7 +11,7 @@
#include "../../openttd.h"
#include "../../variables.h"
-#include "../network_data.h"
+#include "../network_internal.h"
#include "packet.h"
#include "tcp.h"
diff --git a/src/network/network.cpp b/src/network/network.cpp
index 77003e6a1..b0ab7a612 100644
--- a/src/network/network.cpp
+++ b/src/network/network.cpp
@@ -3,7 +3,7 @@
/** @file network.cpp Base functions for networking support. */
#include "../stdafx.h"
-#include "network_data.h"
+#include "../player_type.h"
#ifdef ENABLE_NETWORK
@@ -15,6 +15,7 @@
#include "../variables.h"
#include "../date_func.h"
#include "../newgrf_config.h"
+#include "network_internal.h"
#include "network_client.h"
#include "network_server.h"
#include "network_udp.h"
@@ -38,7 +39,6 @@
#ifdef DEBUG_DUMP_COMMANDS
#include "../core/alloc_func.hpp"
#endif /* DEBUG_DUMP_COMMANDS */
-
#include "table/strings.h"
bool _network_reload_cfg;
@@ -46,6 +46,29 @@ 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?
+bool _is_network_server; ///< Does this client wants to be a network-server?
+NetworkGameInfo _network_game_info;
+NetworkPlayerInfo _network_player_info[MAX_PLAYERS];
+NetworkClientInfo _network_client_info[MAX_CLIENT_INFO];
+uint16 _network_own_client_index;
+uint16 _redirect_console_to_client;
+bool _network_need_advertise;
+uint32 _network_last_advertise_frame;
+uint8 _network_reconnect;
+char *_network_host_list[10];
+char *_network_ban_list[25];
+uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode
+uint32 _frame_counter_max; // To where we may go with our clients
+uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients.
+uint32 _broadcast_list[MAX_INTERFACES + 1];
+uint32 _network_server_bind_ip;
+uint32 _sync_seed_1, _sync_seed_2;
+uint32 _sync_frame;
+bool _network_first_time;
+uint32 _network_last_host_ip;
+bool _network_udp_server;
+uint16 _network_udp_broadcast;
+uint8 _network_advertise_retries;
/* Check whether NETWORK_NUM_LANDSCAPES is still in sync with NUM_LANDSCAPE */
assert_compile((int)NETWORK_NUM_LANDSCAPES == (int)NUM_LANDSCAPE);
@@ -337,13 +360,13 @@ void CheckMinPlayers()
_min_players_paused = true;
DoCommandP(0, 1, 0, NULL, CMD_PAUSE);
- NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game paused (not enough players)", NETWORK_SERVER_INDEX);
+ NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game paused (not enough players)", NETWORK_SERVER_INDEX);
} else {
if (!_min_players_paused) return;
_min_players_paused = false;
DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
- NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused (enough players)", NETWORK_SERVER_INDEX);
+ NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused (enough players)", NETWORK_SERVER_INDEX);
}
}
@@ -664,7 +687,7 @@ void NetworkCloseClient(NetworkTCPSocketHandler *cs)
/* When the client was PRE_ACTIVE, the server was in pause mode, so unpause */
if (cs->status == STATUS_PRE_ACTIVE && _settings_client.network.pause_on_join) {
DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
- NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused", NETWORK_SERVER_INDEX);
+ NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused", NETWORK_SERVER_INDEX);
}
cs->Destroy();
diff --git a/src/network/network.h b/src/network/network.h
index 0e4653901..1331a6826 100644
--- a/src/network/network.h
+++ b/src/network/network.h
@@ -17,6 +17,7 @@ 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 _is_network_server; ///< Does this client wants to be a network-server?
#else /* ENABLE_NETWORK */
/* Network function stubs when networking is disabled */
@@ -29,6 +30,7 @@ static inline void NetworkShutDown() {}
#define _network_available 0
#define _network_dedicated 0
#define _network_advertise 0
+#define _is_network_server 0
#endif /* ENABLE_NETWORK */
diff --git a/src/network/network_client.cpp b/src/network/network_client.cpp
index 9411a28a4..cd2df7f23 100644
--- a/src/network/network_client.cpp
+++ b/src/network/network_client.cpp
@@ -7,7 +7,7 @@
#include "../stdafx.h"
#include "../debug.h"
#include "../openttd.h"
-#include "network_data.h"
+#include "network_internal.h"
#include "core/tcp.h"
#include "network_client.h"
#include "network_gamelist.h"
@@ -938,4 +938,39 @@ NetworkRecvStatus NetworkClient_ReadPackets(NetworkTCPSocketHandler *cs)
return res;
}
+void NetworkClientSendRcon(const char *password, const char *command)
+{
+ SEND_COMMAND(PACKET_CLIENT_RCON)(password, command);
+}
+
+void NetworkUpdatePlayerName()
+{
+ NetworkClientInfo *ci = NetworkFindClientInfoFromIndex(_network_own_client_index);
+
+ if (ci == NULL) return;
+
+ /* Don't change the name if it is the same as the old name */
+ if (strcmp(ci->client_name, _settings_client.network.player_name) != 0) {
+ if (!_network_server) {
+ SEND_COMMAND(PACKET_CLIENT_SET_NAME)(_settings_client.network.player_name);
+ } else {
+ if (NetworkFindName(_settings_client.network.player_name)) {
+ NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, "%s", _settings_client.network.player_name);
+ ttd_strlcpy(ci->client_name, _settings_client.network.player_name, sizeof(ci->client_name));
+ NetworkUpdateClientInfo(NETWORK_SERVER_INDEX);
+ }
+ }
+ }
+}
+
+void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg)
+{
+ SEND_COMMAND(PACKET_CLIENT_CHAT)(action, type, dest, msg);
+}
+
+void NetworkClientSetPassword()
+{
+ SEND_COMMAND(PACKET_CLIENT_SET_PASSWORD)(_network_player_info[_local_player].password);
+}
+
#endif /* ENABLE_NETWORK */
diff --git a/src/network/network_data.cpp b/src/network/network_data.cpp
index ede255ba9..b24b2e498 100644
--- a/src/network/network_data.cpp
+++ b/src/network/network_data.cpp
@@ -6,7 +6,7 @@
#include "../stdafx.h"
#include "../debug.h"
-#include "network_data.h"
+#include "network_internal.h"
#include "network_client.h"
#include "../command_func.h"
#include "../callback_table.h"
diff --git a/src/network/network_data.h b/src/network/network_data.h
deleted file mode 100644
index 2541fac0b..000000000
--- a/src/network/network_data.h
+++ /dev/null
@@ -1,121 +0,0 @@
-/* $Id$ */
-
-/** @file network_data.h Internal functions. */
-
-#ifndef NETWORK_DATA_H
-#define NETWORK_DATA_H
-
-#include "../openttd.h"
-#include "../console_type.h"
-#include "network.h"
-#include "network_internal.h"
-
-// Is the network enabled?
-#ifdef ENABLE_NETWORK
-
-#include "core/os_abstraction.h"
-#include "core/core.h"
-#include "core/config.h"
-#include "core/packet.h"
-#include "core/tcp.h"
-
-#define MAX_TEXT_MSG_LEN 1024 /* long long long long sentences :-) */
-
-// The client-info-server-index is always 1
-#define NETWORK_SERVER_INDEX 1
-#define NETWORK_EMPTY_INDEX 0
-
-enum MapPacket {
- MAP_PACKET_START,
- MAP_PACKET_NORMAL,
- MAP_PACKET_END,
-};
-
-enum NetworkErrorCode {
- NETWORK_ERROR_GENERAL, // Try to use thisone like never
-
- // Signals from clients
- NETWORK_ERROR_DESYNC,
- NETWORK_ERROR_SAVEGAME_FAILED,
- NETWORK_ERROR_CONNECTION_LOST,
- NETWORK_ERROR_ILLEGAL_PACKET,
- NETWORK_ERROR_NEWGRF_MISMATCH,
-
- // Signals from servers
- NETWORK_ERROR_NOT_AUTHORIZED,
- NETWORK_ERROR_NOT_EXPECTED,
- NETWORK_ERROR_WRONG_REVISION,
- NETWORK_ERROR_NAME_IN_USE,
- NETWORK_ERROR_WRONG_PASSWORD,
- NETWORK_ERROR_PLAYER_MISMATCH, // Happens in CLIENT_COMMAND
- NETWORK_ERROR_KICKED,
- NETWORK_ERROR_CHEATER,
- NETWORK_ERROR_FULL,
-};
-
-// Actions that can be used for NetworkTextMessage
-enum NetworkAction {
- NETWORK_ACTION_JOIN,
- NETWORK_ACTION_LEAVE,
- NETWORK_ACTION_SERVER_MESSAGE,
- NETWORK_ACTION_CHAT,
- NETWORK_ACTION_CHAT_COMPANY,
- NETWORK_ACTION_CHAT_CLIENT,
- NETWORK_ACTION_GIVE_MONEY,
- NETWORK_ACTION_NAME_CHANGE,
-};
-
-enum NetworkPasswordType {
- NETWORK_GAME_PASSWORD,
- NETWORK_COMPANY_PASSWORD,
-};
-
-enum DestType {
- DESTTYPE_BROADCAST, ///< Send message/notice to all players (All)
- DESTTYPE_TEAM, ///< Send message/notice to everyone playing the same company (Team)
- DESTTYPE_CLIENT, ///< Send message/notice to only a certain player (Private)
-};
-
-// following externs are instantiated at network.cpp
-extern CommandPacket *_local_command_queue;
-
-// Here we keep track of the clients
-// (and the client uses [0] for his own communication)
-extern NetworkTCPSocketHandler _clients[MAX_CLIENTS];
-
-#define DEREF_CLIENT(i) (&_clients[i])
-// This returns the NetworkClientInfo from a NetworkClientState
-#define DEREF_CLIENT_INFO(cs) (&_network_client_info[cs - _clients])
-
-// Macros to make life a bit more easier
-#define DEF_CLIENT_RECEIVE_COMMAND(type) NetworkRecvStatus NetworkPacketReceive_ ## type ## _command(Packet *p)
-#define DEF_CLIENT_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command()
-#define DEF_CLIENT_SEND_COMMAND_PARAM(type) void NetworkPacketSend_ ## type ## _command
-#define DEF_SERVER_RECEIVE_COMMAND(type) void NetworkPacketReceive_ ## type ## _command(NetworkTCPSocketHandler *cs, Packet *p)
-#define DEF_SERVER_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command(NetworkTCPSocketHandler *cs)
-#define DEF_SERVER_SEND_COMMAND_PARAM(type) void NetworkPacketSend_ ## type ## _command
-
-#define SEND_COMMAND(type) NetworkPacketSend_ ## type ## _command
-#define RECEIVE_COMMAND(type) NetworkPacketReceive_ ## type ## _command
-
-#define FOR_ALL_CLIENTS(cs) for (cs = _clients; cs != endof(_clients) && cs->IsConnected(); cs++)
-#define FOR_ALL_ACTIVE_CLIENT_INFOS(ci) for (ci = _network_client_info; ci != endof(_network_client_info); ci++) if (ci->client_index != NETWORK_EMPTY_INDEX)
-
-void NetworkExecuteCommand(CommandPacket *cp);
-void NetworkAddCommandQueue(NetworkTCPSocketHandler *cs, CommandPacket *cp);
-
-// from network.c
-void NetworkCloseClient(NetworkTCPSocketHandler *cs);
-void CDECL NetworkTextMessage(NetworkAction action, ConsoleColour color, bool self_send, const char *name, const char *str, ...);
-void NetworkGetClientName(char *clientname, size_t size, const NetworkTCPSocketHandler *cs);
-uint NetworkCalculateLag(const NetworkTCPSocketHandler *cs);
-byte NetworkGetCurrentLanguageIndex();
-NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index);
-NetworkClientInfo *NetworkFindClientInfoFromIP(const char *ip);
-NetworkTCPSocketHandler *NetworkFindClientStateFromIndex(uint16 client_index);
-unsigned long NetworkResolveHost(const char *hostname);
-char* GetNetworkErrorMsg(char* buf, NetworkErrorCode err, const char* last);
-
-#endif /* ENABLE_NETWORK */
-
-#endif /* NETWORK_DATA_H */
diff --git a/src/network/network_func.h b/src/network/network_func.h
new file mode 100644
index 000000000..599defb9d
--- /dev/null
+++ b/src/network/network_func.h
@@ -0,0 +1,63 @@
+/* $Id$ */
+
+/** @file network_internal.h Variables and function used internally. */
+
+#ifndef NETWORK_FUNC_H
+#define NETWORK_FUNC_H
+
+#ifdef ENABLE_NETWORK
+
+#include "network_type.h"
+#include "../console_type.h"
+
+extern NetworkGameInfo _network_game_info;
+extern NetworkPlayerInfo _network_player_info[MAX_PLAYERS];
+extern NetworkClientInfo _network_client_info[MAX_CLIENT_INFO];
+
+extern uint16 _network_own_client_index;
+extern uint16 _redirect_console_to_client;
+extern bool _network_need_advertise;
+extern uint32 _network_last_advertise_frame;
+extern uint8 _network_reconnect;
+extern char *_network_host_list[10];
+extern char *_network_ban_list[25];
+
+byte NetworkSpectatorCount();
+void CheckMinPlayers();
+void NetworkUpdatePlayerName();
+bool NetworkCompanyHasPlayers(PlayerID company);
+bool NetworkChangeCompanyPassword(byte argc, char *argv[]);
+void NetworkReboot();
+void NetworkDisconnect();
+void NetworkGameLoop();
+void NetworkUDPGameLoop();
+void NetworkUDPCloseAll();
+void ParseConnectionString(const char **player, const char **port, char *connection_string);
+void NetworkStartDebugLog(const char *hostname, uint16 port);
+void NetworkPopulateCompanyInfo();
+
+void NetworkUpdateClientInfo(uint16 client_index);
+bool NetworkClientConnectGame(const char *host, uint16 port);
+void NetworkClientSendRcon(const char *password, const char *command);
+void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg);
+void NetworkClientSetPassword();
+
+/*** Commands ran by the server ***/
+void NetworkServerMonthlyLoop();
+void NetworkServerYearlyLoop();
+void NetworkServerChangeOwner(PlayerID current_player, PlayerID new_player);
+void NetworkServerShowStatusToConsole();
+bool NetworkServerStart();
+
+NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index);
+NetworkClientInfo *NetworkFindClientInfoFromIP(const char *ip);
+const char* GetPlayerIP(const NetworkClientInfo *ci);
+
+void NetworkServerSendRcon(uint16 client_index, ConsoleColour colour_code, const char *string);
+void NetworkServerSendError(uint16 client_index, NetworkErrorCode error);
+void NetworkServerSendChat(NetworkAction action, DestType type, int dest, const char *msg, uint16 from_index);
+
+#define FOR_ALL_ACTIVE_CLIENT_INFOS(ci) for (ci = _network_client_info; ci != endof(_network_client_info); ci++) if (ci->client_index != NETWORK_EMPTY_INDEX)
+
+#endif /* ENABLE_NETWORK */
+#endif /* NETWORK_FUNC_H */
diff --git a/src/network/network_gamelist.cpp b/src/network/network_gamelist.cpp
index f821c063f..efec52220 100644
--- a/src/network/network_gamelist.cpp
+++ b/src/network/network_gamelist.cpp
@@ -11,6 +11,7 @@
#include "../debug.h"
#include "../newgrf_config.h"
#include "../core/alloc_func.hpp"
+#include "network_internal.h"
#include "core/game.h"
#include "network_udp.h"
#include "network_gamelist.h"
diff --git a/src/network/network_gamelist.h b/src/network/network_gamelist.h
index 31ec69171..a7e8f3578 100644
--- a/src/network/network_gamelist.h
+++ b/src/network/network_gamelist.h
@@ -5,6 +5,8 @@
#ifndef NETWORK_GAMELIST_H
#define NETWORK_GAMELIST_H
+#include "network_type.h"
+
/** Structure with information shown in the game list (GUI) */
struct NetworkGameList {
NetworkGameInfo info; ///< The game information of this server
diff --git a/src/network/network_gui.cpp b/src/network/network_gui.cpp
index 413a0b530..9125fd2e6 100644
--- a/src/network/network_gui.cpp
+++ b/src/network/network_gui.cpp
@@ -9,7 +9,7 @@
#include "network.h"
#include "../date_func.h"
#include "../fios.h"
-#include "network_data.h"
+#include "network_internal.h"
#include "network_client.h"
#include "network_gui.h"
#include "network_gamelist.h"
@@ -1559,6 +1559,12 @@ void ShowNetworkNeedPassword(NetworkPasswordType npt)
ShowQueryString(STR_EMPTY, caption, 20, 180, FindWindowById(WC_NETWORK_STATUS_WINDOW, 0), CS_ALPHANUMERAL);
}
+// Vars needed for the join-GUI
+NetworkJoinStatus _network_join_status;
+uint8 _network_join_waiting;
+uint16 _network_join_kbytes;
+uint16 _network_join_kbytes_total;
+
struct NetworkJoinStatusWindow : Window {
NetworkJoinStatusWindow(const WindowDesc *desc) : Window(desc)
{
@@ -1640,7 +1646,7 @@ static void SendChat(const char *buf, DestType type, int dest)
if (!_network_server) {
SEND_COMMAND(PACKET_CLIENT_CHAT)((NetworkAction)(NETWORK_ACTION_CHAT + type), type, dest, buf);
} else {
- NetworkServer_HandleChat((NetworkAction)(NETWORK_ACTION_CHAT + type), type, dest, buf, NETWORK_SERVER_INDEX);
+ NetworkServerSendChat((NetworkAction)(NETWORK_ACTION_CHAT + type), type, dest, buf, NETWORK_SERVER_INDEX);
}
}
diff --git a/src/network/network_gui.h b/src/network/network_gui.h
index 46cd67826..77276a8fb 100644
--- a/src/network/network_gui.h
+++ b/src/network/network_gui.h
@@ -5,11 +5,10 @@
#ifndef NETWORK_GUI_H
#define NETWORK_GUI_H
-#include "../window_type.h"
-
#ifdef ENABLE_NETWORK
-#include "network_data.h"
+#include "../window_type.h"
+#include "network_type.h"
void ShowNetworkNeedPassword(NetworkPasswordType npt);
void ShowNetworkGiveMoneyWindow(PlayerID player); // PlayerID
diff --git a/src/network/network_internal.h b/src/network/network_internal.h
index d38e8bcc0..3ebf04f72 100644
--- a/src/network/network_internal.h
+++ b/src/network/network_internal.h
@@ -7,10 +7,13 @@
#ifdef ENABLE_NETWORK
-#include "../player_type.h"
-#include "../economy_type.h"
+#include "network.h"
+#include "network_func.h"
+#include "core/os_abstraction.h"
+#include "core/core.h"
#include "core/config.h"
-#include "core/game.h"
+#include "core/packet.h"
+#include "core/tcp.h"
/**
* If this line is enable, every frame will have a sync test
@@ -29,50 +32,14 @@
*/
//#define NETWORK_SEND_DOUBLE_SEED
+#define MAX_TEXT_MSG_LEN 1024 /* long long long long sentences :-) */
-enum {
- /**
- * 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
- */
- MAX_CLIENTS = MAX_PLAYERS + 3,
-
- /** Do not change this next line. It should _ALWAYS_ be MAX_CLIENTS + 1 */
- MAX_CLIENT_INFO = MAX_CLIENTS + 1,
-
- /** Maximum number of internet interfaces supported. */
- MAX_INTERFACES = 9,
-
- /** How many vehicle/station types we put over the network */
- NETWORK_VEHICLE_TYPES = 5,
- NETWORK_STATION_TYPES = 5,
+enum MapPacket {
+ MAP_PACKET_START,
+ MAP_PACKET_NORMAL,
+ MAP_PACKET_END,
};
-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,
@@ -126,70 +93,83 @@ enum NetworkLanguage {
NETLANG_COUNT
};
-VARDEF NetworkGameInfo _network_game_info;
-VARDEF NetworkPlayerInfo _network_player_info[MAX_PLAYERS];
-VARDEF NetworkClientInfo _network_client_info[MAX_CLIENT_INFO];
+#define VARDEF extern
-VARDEF uint16 _network_own_client_index;
+extern NetworkGameInfo _network_game_info;
+extern NetworkPlayerInfo _network_player_info[MAX_PLAYERS];
-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
+extern uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode
+extern 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.
+extern 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];
+extern uint32 _broadcast_list[MAX_INTERFACES + 1];
-VARDEF uint32 _network_server_bind_ip;
-VARDEF bool _is_network_server; // Does this client wants to be a network-server?
+extern uint32 _network_server_bind_ip;
-VARDEF uint16 _redirect_console_to_client;
-
-VARDEF uint32 _sync_seed_1, _sync_seed_2;
-VARDEF uint32 _sync_frame;
-VARDEF bool _network_first_time;
+extern uint32 _sync_seed_1, _sync_seed_2;
+extern uint32 _sync_frame;
+extern 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;
+extern NetworkJoinStatus _network_join_status;
+extern uint8 _network_join_waiting;
+extern uint16 _network_join_kbytes;
+extern uint16 _network_join_kbytes_total;
-VARDEF uint32 _network_last_host_ip;
-VARDEF uint8 _network_reconnect;
+extern uint32 _network_last_host_ip;
+extern uint8 _network_reconnect;
-VARDEF bool _network_udp_server;
-VARDEF uint16 _network_udp_broadcast;
+extern bool _network_udp_server;
+extern uint16 _network_udp_broadcast;
-VARDEF bool _network_need_advertise;
-VARDEF uint32 _network_last_advertise_frame;
-VARDEF uint8 _network_advertise_retries;
+extern uint8 _network_advertise_retries;
-void NetworkTCPQueryServer(const char* host, unsigned short port);
+// following externs are instantiated at network.cpp
+extern CommandPacket *_local_command_queue;
-byte NetworkSpectatorCount();
+// Here we keep track of the clients
+// (and the client uses [0] for his own communication)
+extern NetworkTCPSocketHandler _clients[MAX_CLIENTS];
-VARDEF char *_network_host_list[10];
-VARDEF char *_network_ban_list[25];
+void NetworkTCPQueryServer(const char* host, unsigned short port);
-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);
+void NetworkExecuteCommand(CommandPacket *cp);
+void NetworkAddCommandQueue(NetworkTCPSocketHandler *cs, CommandPacket *cp);
+
+// from network.c
+void NetworkCloseClient(NetworkTCPSocketHandler *cs);
+void CDECL NetworkTextMessage(NetworkAction action, ConsoleColour color, bool self_send, const char *name, const char *str, ...);
+void NetworkGetClientName(char *clientname, size_t size, const NetworkTCPSocketHandler *cs);
+uint NetworkCalculateLag(const NetworkTCPSocketHandler *cs);
+byte NetworkGetCurrentLanguageIndex();
+NetworkTCPSocketHandler *NetworkFindClientStateFromIndex(uint16 client_index);
+unsigned long NetworkResolveHost(const char *hostname);
+char* GetNetworkErrorMsg(char* buf, NetworkErrorCode err, const char* last);
+bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH]);
+
+#define DEREF_CLIENT(i) (&_clients[i])
+// This returns the NetworkClientInfo from a NetworkClientState
+#define DEREF_CLIENT_INFO(cs) (&_network_client_info[cs - _clients])
+
+// Macros to make life a bit more easier
+#define DEF_CLIENT_RECEIVE_COMMAND(type) NetworkRecvStatus NetworkPacketReceive_ ## type ## _command(Packet *p)
+#define DEF_CLIENT_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command()
+#define DEF_CLIENT_SEND_COMMAND_PARAM(type) void NetworkPacketSend_ ## type ## _command
+#define DEF_SERVER_RECEIVE_COMMAND(type) void NetworkPacketReceive_ ## type ## _command(NetworkTCPSocketHandler *cs, Packet *p)
+#define DEF_SERVER_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command(NetworkTCPSocketHandler *cs)
+#define DEF_SERVER_SEND_COMMAND_PARAM(type) void NetworkPacketSend_ ## type ## _command
+
+#define SEND_COMMAND(type) NetworkPacketSend_ ## type ## _command
+#define RECEIVE_COMMAND(type) NetworkPacketReceive_ ## type ## _command
+
+#define FOR_ALL_CLIENTS(cs) for (cs = _clients; cs != endof(_clients) && cs->IsConnected(); cs++)
+
#endif /* ENABLE_NETWORK */
#endif /* NETWORK_INTERNAL_H */
diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp
index 7052ff887..3b7da8909 100644
--- a/src/network/network_server.cpp
+++ b/src/network/network_server.cpp
@@ -8,7 +8,7 @@
#include "../openttd.h" // XXX StringID
#include "../debug.h"
#include "../strings_func.h"
-#include "network_data.h"
+#include "network_internal.h"
#include "core/tcp.h"
#include "../vehicle_base.h"
#include "../vehicle_func.h"
@@ -804,7 +804,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK)
/* Now pause the game till the client is in sync */
DoCommandP(0, 1, 0, NULL, CMD_PAUSE);
- NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game paused (incoming client)", NETWORK_SERVER_INDEX);
+ NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game paused (incoming client)", NETWORK_SERVER_INDEX);
}
} else {
// Wrong status for this packet, give a warning to client, and close connection
@@ -1023,7 +1023,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ACK)
if (_settings_client.network.pause_on_join) {
DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
- NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused (client connected)", NETWORK_SERVER_INDEX);
+ NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused (client connected)", NETWORK_SERVER_INDEX);
}
CheckMinPlayers();
@@ -1040,7 +1040,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ACK)
-void NetworkServer_HandleChat(NetworkAction action, DestType desttype, int dest, const char *msg, uint16 from_index)
+void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const char *msg, uint16 from_index)
{
NetworkTCPSocketHandler *cs;
const NetworkClientInfo *ci, *ci_own, *ci_to;
@@ -1146,7 +1146,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_CHAT)
p->Recv_string(msg, MAX_TEXT_MSG_LEN);
- NetworkServer_HandleChat(action, desttype, dest, msg, cs->index);
+ NetworkServerSendChat(action, desttype, dest, msg, cs->index);
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD)
@@ -1582,4 +1582,82 @@ void NetworkServerMonthlyLoop()
NetworkAutoCleanCompanies();
}
+void NetworkServerChangeOwner(PlayerID current_player, PlayerID new_player)
+{
+ /* The server has to handle all administrative issues, for example
+ * updating and notifying all clients of what has happened */
+ NetworkTCPSocketHandler *cs;
+ NetworkClientInfo *ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
+
+ /* The server has just changed from player */
+ if (current_player == ci->client_playas) {
+ ci->client_playas = new_player;
+ NetworkUpdateClientInfo(NETWORK_SERVER_INDEX);
+ }
+
+ /* Find all clients that were in control of this company, and mark them as new_player */
+ FOR_ALL_CLIENTS(cs) {
+ ci = DEREF_CLIENT_INFO(cs);
+ if (current_player == ci->client_playas) {
+ ci->client_playas = new_player;
+ NetworkUpdateClientInfo(ci->client_index);
+ }
+ }
+}
+
+const char* GetPlayerIP(const NetworkClientInfo* ci)
+{
+ struct in_addr addr;
+
+ addr.s_addr = ci->client_ip;
+ return inet_ntoa(addr);
+}
+
+void NetworkServerShowStatusToConsole()
+{
+ static const char* const stat_str[] = {
+ "inactive",
+ "authorizing",
+ "authorized",
+ "waiting",
+ "loading map",
+ "map done",
+ "ready",
+ "active"
+ };
+
+ NetworkTCPSocketHandler *cs;
+ FOR_ALL_CLIENTS(cs) {
+ int lag = NetworkCalculateLag(cs);
+ const NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs);
+ const char* status;
+
+ status = (cs->status < (ptrdiff_t)lengthof(stat_str) ? stat_str[cs->status] : "unknown");
+ IConsolePrintF(CC_INFO, "Client #%1d name: '%s' status: '%s' frame-lag: %3d company: %1d IP: %s unique-id: '%s'",
+ cs->index, ci->client_name, status, lag,
+ ci->client_playas + (IsValidPlayer(ci->client_playas) ? 1 : 0),
+ GetPlayerIP(ci), ci->unique_id);
+ }
+}
+
+void NetworkServerSendRcon(uint16 client_index, ConsoleColour colour_code, const char *string)
+{
+ SEND_COMMAND(PACKET_SERVER_RCON)(NetworkFindClientStateFromIndex(client_index), colour_code, string);
+}
+
+void NetworkServerSendError(uint16 client_index, NetworkErrorCode error)
+{
+ SEND_COMMAND(PACKET_SERVER_ERROR)(NetworkFindClientStateFromIndex(client_index), error);
+}
+
+bool NetworkCompanyHasPlayers(PlayerID company)
+{
+ const NetworkTCPSocketHandler *cs;
+ const NetworkClientInfo *ci;
+ FOR_ALL_CLIENTS(cs) {
+ ci = DEREF_CLIENT_INFO(cs);
+ if (ci->client_playas == company) return true;
+ }
+ return false;
+}
#endif /* ENABLE_NETWORK */
diff --git a/src/network/network_server.h b/src/network/network_server.h
index 07f9cf29a..3b5b02fef 100644
--- a/src/network/network_server.h
+++ b/src/network/network_server.h
@@ -14,21 +14,8 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SHUTDOWN);
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_NEWGAME);
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_RCON)(NetworkTCPSocketHandler *cs, uint16 color, const char *command);
-bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH]);
-void NetworkServer_HandleChat(NetworkAction action, DestType type, int dest, const char *msg, uint16 from_index);
-
bool NetworkServer_ReadPackets(NetworkTCPSocketHandler *cs);
void NetworkServer_Tick(bool send_frame);
-void NetworkServerMonthlyLoop();
-void NetworkServerYearlyLoop();
-
-static inline const char* GetPlayerIP(const NetworkClientInfo* ci)
-{
- struct in_addr addr;
-
- addr.s_addr = ci->client_ip;
- return inet_ntoa(addr);
-}
#else /* ENABLE_NETWORK */
/* Network function stubs when networking is disabled */
diff --git a/src/network/network_type.h b/src/network/network_type.h
new file mode 100644
index 000000000..17bf382dc
--- /dev/null
+++ b/src/network/network_type.h
@@ -0,0 +1,108 @@
+/* $Id$ */
+
+/** @file network_internal.h Variables and function used internally. */
+
+#ifndef NETWORK_TYPE_H
+#define NETWORK_TYPE_H
+
+#ifdef ENABLE_NETWORK
+
+#include "../player_type.h"
+#include "../economy_type.h"
+#include "core/config.h"
+#include "core/game.h"
+
+enum {
+ /**
+ * 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
+ */
+ MAX_CLIENTS = MAX_PLAYERS + 3,
+
+ /** Do not change this next line. It should _ALWAYS_ be MAX_CLIENTS + 1 */
+ MAX_CLIENT_INFO = MAX_CLIENTS + 1,
+
+ /** Maximum number of internet interfaces supported. */
+ MAX_INTERFACES = 9,
+
+ /** How many vehicle/station types we put over the network */
+ NETWORK_VEHICLE_TYPES = 5,
+ NETWORK_STATION_TYPES = 5,
+
+ NETWORK_SERVER_INDEX = 1,
+ NETWORK_EMPTY_INDEX = 0,
+};
+
+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 NetworkPasswordType {
+ NETWORK_GAME_PASSWORD,
+ NETWORK_COMPANY_PASSWORD,
+};
+
+enum DestType {
+ DESTTYPE_BROADCAST, ///< Send message/notice to all players (All)
+ DESTTYPE_TEAM, ///< Send message/notice to everyone playing the same company (Team)
+ DESTTYPE_CLIENT, ///< Send message/notice to only a certain player (Private)
+};
+
+/** Actions that can be used for NetworkTextMessage */
+enum NetworkAction {
+ NETWORK_ACTION_JOIN,
+ NETWORK_ACTION_LEAVE,
+ NETWORK_ACTION_SERVER_MESSAGE,
+ NETWORK_ACTION_CHAT,
+ NETWORK_ACTION_CHAT_COMPANY,
+ NETWORK_ACTION_CHAT_CLIENT,
+ NETWORK_ACTION_GIVE_MONEY,
+ NETWORK_ACTION_NAME_CHANGE,
+};
+
+enum NetworkErrorCode {
+ NETWORK_ERROR_GENERAL, // Try to use this one like never
+
+ /* Signals from clients */
+ NETWORK_ERROR_DESYNC,
+ NETWORK_ERROR_SAVEGAME_FAILED,
+ NETWORK_ERROR_CONNECTION_LOST,
+ NETWORK_ERROR_ILLEGAL_PACKET,
+ NETWORK_ERROR_NEWGRF_MISMATCH,
+
+ /* Signals from servers */
+ NETWORK_ERROR_NOT_AUTHORIZED,
+ NETWORK_ERROR_NOT_EXPECTED,
+ NETWORK_ERROR_WRONG_REVISION,
+ NETWORK_ERROR_NAME_IN_USE,
+ NETWORK_ERROR_WRONG_PASSWORD,
+ NETWORK_ERROR_PLAYER_MISMATCH, // Happens in CLIENT_COMMAND
+ NETWORK_ERROR_KICKED,
+ NETWORK_ERROR_CHEATER,
+ NETWORK_ERROR_FULL,
+};
+
+#endif /* ENABLE_NETWORK */
+#endif /* NETWORK_TYPE_H */
diff --git a/src/network/network_udp.cpp b/src/network/network_udp.cpp
index ef533356b..33c9d108f 100644
--- a/src/network/network_udp.cpp
+++ b/src/network/network_udp.cpp
@@ -11,11 +11,11 @@
#include "../stdafx.h"
#include "../debug.h"
-#include "network_data.h"
#include "../date_func.h"
#include "../map_func.h"
#include "network_gamelist.h"
#include "network_udp.h"
+#include "network_internal.h"
#include "../variables.h"
#include "../newgrf_config.h"
#include "../core/endian_func.hpp"