From ec633f3bd80b7566c96bd6bc656814d0bcaae000 Mon Sep 17 00:00:00 2001 From: rubidium Date: Tue, 2 Jan 2007 17:34:03 +0000 Subject: (svn r7751) -Codechange: move network_* to a new network map. Furthermore move the low level network functions to network/core, so they can be reused by the masterserver and website-serverlist-updater. --- network.h | 271 -------------------------------------------------------------- 1 file changed, 271 deletions(-) delete mode 100644 network.h (limited to 'network.h') diff --git a/network.h b/network.h deleted file mode 100644 index 5453658e4..000000000 --- a/network.h +++ /dev/null @@ -1,271 +0,0 @@ -/* $Id$ */ - -#ifndef NETWORK_H -#define NETWORK_H - -#define NOREV_STRING "norev000" - -#ifdef ENABLE_NETWORK - -#include "player.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) - -/* Stuff for the master-server */ -#define NETWORK_MASTER_SERVER_PORT 3978 -#define NETWORK_MASTER_SERVER_HOST "master.openttd.org" -#define NETWORK_MASTER_SERVER_WELCOME_MESSAGE "OpenTTDRegister" - -#define NETWORK_DEFAULT_PORT 3979 - -#define MAX_INTERFACES 9 - - -// How many vehicle/station types we put over the network -#define NETWORK_VEHICLE_TYPES 5 -#define NETWORK_STATION_TYPES 5 - -enum { - NETWORK_NAME_LENGTH = 80, - NETWORK_HOSTNAME_LENGTH = 80, - NETWORK_REVISION_LENGTH = 15, - NETWORK_PASSWORD_LENGTH = 20, - NETWORK_PLAYERS_LENGTH = 200, - NETWORK_CLIENT_NAME_LENGTH = 25, - NETWORK_RCONCOMMAND_LENGTH = 500, - - NETWORK_GRF_NAME_LENGTH = 80, ///< Maximum length of the name of a GRF - /* Maximum number of GRFs that can be sent. - * This value is related to number of handles (files) OpenTTD can open. - * This is currently 64 and about 10 are currently used when OpenTTD loads - * without any NewGRFs. Therefore one can only load about 55 NewGRFs, so - * this is not a limit, but rather a way to easily check whether the limit - * imposed by the handle count is reached. Secondly it isn't possible to - * send much more GRF IDs + MD5sums in the PACKET_UDP_SERVER_RESPONSE, due - * to the limited size of UDP packets. */ - NETWORK_MAX_GRF_COUNT = 55, - - NETWORK_NUM_LANGUAGES = 4, -}; - -// This is the struct used by both client and server -// some fields will be empty on the client (like game_password) by default -// and only filled with data a player enters. -typedef struct NetworkGameInfo { - char server_name[NETWORK_NAME_LENGTH]; // Server name - char hostname[NETWORK_HOSTNAME_LENGTH]; // Hostname of the server (if any) - char server_revision[NETWORK_REVISION_LENGTH]; // The SVN version number the server is using (e.g.: 'r304') - // It even shows a SVN version in release-version, so - // it is easy to compare if a server is of the correct version - bool version_compatible; // Can we connect to this server or not? (based on server_revision) - bool compatible; // Can we connect to this server or not? (based on server_revision _and_ grf_match - byte server_lang; // Language of the server (we should make a nice table for this) - byte use_password; // Is set to != 0 if it uses a password - char server_password[NETWORK_PASSWORD_LENGTH]; // On the server: the game password, on the client: != "" if server has password - byte clients_max; // Max clients allowed on server - byte clients_on; // Current count of clients on server - byte companies_max; // Max companies allowed on server - byte companies_on; // How many started companies do we have (XXX - disabled for server atm, use ActivePlayerCount()) - byte spectators_max; // Max spectators allowed on server - byte spectators_on; // How many spectators do we have? (XXX - disabled for server atm, use NetworkSpectatorCount()) - Date game_date; // Current date - Date start_date; // When the game started - char map_name[NETWORK_NAME_LENGTH]; // Map which is played ["random" for a randomized map] - uint16 map_width; // Map width - uint16 map_height; // Map height - byte map_set; // Graphical set - bool dedicated; // Is this a dedicated server? - char rcon_password[NETWORK_PASSWORD_LENGTH]; // RCon password for the server. "" if rcon is disabled - struct GRFConfig *grfconfig; // List of NewGRF files required -} NetworkGameInfo; - -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 */ -- cgit v1.2.3-70-g09d2