From 392d59f6a9d895710ff619ebe980e960b673bca7 Mon Sep 17 00:00:00 2001 From: rubidium Date: Sun, 13 Jan 2008 21:51:53 +0000 Subject: (svn r11840) -Codechange: split network.h so not everything in there needs to be included when wanting to know whether we are a server. --- src/network/network.h | 213 +++----------------------------------------------- 1 file changed, 10 insertions(+), 203 deletions(-) (limited to 'src/network/network.h') 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 */ -- cgit v1.2.3-54-g00ecf