diff options
Diffstat (limited to 'src/network/network_internal.h')
-rw-r--r-- | src/network/network_internal.h | 156 |
1 files changed, 68 insertions, 88 deletions
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 */ |