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_internal.h | 208 +++++++++++++++++++++++++++++++++++++++++ 1 file changed, 208 insertions(+) create mode 100644 src/network/network_internal.h (limited to 'src/network/network_internal.h') diff --git a/src/network/network_internal.h b/src/network/network_internal.h new file mode 100644 index 000000000..821800ffc --- /dev/null +++ b/src/network/network_internal.h @@ -0,0 +1,208 @@ +/* $Id$ */ + +#ifndef NETWORK_INTERNAL_H +#define NETWORK_INTERNAL_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); + +void NetworkUDPCloseAll(); +void NetworkGameLoop(); +void NetworkUDPGameLoop(); +bool NetworkServerStart(); +bool NetworkClientConnectGame(const char *host, uint16 port); +void NetworkReboot(); +void NetworkDisconnect(); + +bool IsNetworkCompatibleVersion(const char *version); + +#endif /* ENABLE_NETWORK */ +#endif /* NETWORK_INTERNAL_H */ -- cgit v1.2.3-54-g00ecf