From 013df98f79866a75f367853c9e436f3c5c79f645 Mon Sep 17 00:00:00 2001 From: rubidium Date: Tue, 2 Jan 2007 19:19:48 +0000 Subject: (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. --- src/network/network.h | 212 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 212 insertions(+) create mode 100644 src/network/network.h (limited to 'src/network/network.h') diff --git a/src/network/network.h b/src/network/network.h new file mode 100644 index 000000000..779fe393e --- /dev/null +++ b/src/network/network.h @@ -0,0 +1,212 @@ +/* $Id$ */ + +#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 */ -- cgit v1.2.3-54-g00ecf