/* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see . */ /** * @file config.h Configuration options of the network stuff. It is used even when compiling without network support. */ #ifndef NETWORK_CORE_CONFIG_H #define NETWORK_CORE_CONFIG_H const char *NetworkCoordinatorConnectionString(); const char *NetworkStunConnectionString(); const char *NetworkContentServerConnectionString(); const char *NetworkContentMirrorConnectionString(); /** URL of the HTTP mirror system */ static const char * const NETWORK_CONTENT_MIRROR_URL = "/bananas"; static const uint16 NETWORK_COORDINATOR_SERVER_PORT = 3976; ///< The default port of the Game Coordinator server (TCP) static const uint16 NETWORK_STUN_SERVER_PORT = 3975; ///< The default port of the STUN server (TCP) static const uint16 NETWORK_TURN_SERVER_PORT = 3974; ///< The default port of the TURN server (TCP) static const uint16 NETWORK_CONTENT_SERVER_PORT = 3978; ///< The default port of the content server (TCP) static const uint16 NETWORK_CONTENT_MIRROR_PORT = 80; ///< The default port of the content mirror (TCP) static const uint16 NETWORK_DEFAULT_PORT = 3979; ///< The default port of the game server (TCP & UDP) static const uint16 NETWORK_ADMIN_PORT = 3977; ///< The default port for admin network static const uint16 NETWORK_DEFAULT_DEBUGLOG_PORT = 3982; ///< The default port debug-log is sent to (TCP) static const uint16 UDP_MTU = 1460; ///< Number of bytes we can pack in a single UDP packet /* * Technically a TCP packet could become 64kiB, however the high bit is kept so it becomes possible in the future * to go to (significantly) larger packets if needed. This would entail a strategy such as employed for UTF-8. * * Packets up to 32 KiB have the high bit not set: * 00000000 00000000 0bbbbbbb aaaaaaaa -> aaaaaaaa 0bbbbbbb * Send_uint16(GB(size, 0, 15) * * Packets up to 1 GiB, first uint16 has high bit set so it knows to read a * next uint16 for the remaining bits of the size. * 00dddddd cccccccc bbbbbbbb aaaaaaaa -> cccccccc 10dddddd aaaaaaaa bbbbbbbb * Send_uint16(GB(size, 16, 14) | 0b10 << 14) * Send_uint16(GB(size, 0, 16)) */ static const uint16 TCP_MTU = 32767; ///< Number of bytes we can pack in a single TCP packet static const uint16 COMPAT_MTU = 1460; ///< Number of bytes we can pack in a single packet for backward compatibility static const byte NETWORK_GAME_ADMIN_VERSION = 1; ///< What version of the admin network do we use? static const byte NETWORK_GAME_INFO_VERSION = 6; ///< What version of game-info do we use? static const byte NETWORK_COMPANY_INFO_VERSION = 6; ///< What version of company info is this? static const byte NETWORK_COORDINATOR_VERSION = 5; ///< What version of game-coordinator-protocol do we use? static const uint NETWORK_NAME_LENGTH = 80; ///< The maximum length of the server name and map name, in bytes including '\0' static const uint NETWORK_COMPANY_NAME_LENGTH = 128; ///< The maximum length of the company name, in bytes including '\0' static const uint NETWORK_HOSTNAME_LENGTH = 80; ///< The maximum length of the host name, in bytes including '\0' static const uint NETWORK_HOSTNAME_PORT_LENGTH = 80 + 6; ///< The maximum length of the host name + port, in bytes including '\0'. The extra six is ":" + port number (with a max of 65536) static const uint NETWORK_SERVER_ID_LENGTH = 33; ///< The maximum length of the network id of the servers, in bytes including '\0' static const uint NETWORK_REVISION_LENGTH = 33; ///< The maximum length of the revision, in bytes including '\0' static const uint NETWORK_PASSWORD_LENGTH = 33; ///< The maximum length of the password, in bytes including '\0' (must be >= NETWORK_SERVER_ID_LENGTH) static const uint NETWORK_CLIENTS_LENGTH = 200; ///< The maximum length for the list of clients that controls a company, in bytes including '\0' static const uint NETWORK_CLIENT_NAME_LENGTH = 25; ///< The maximum length of a client's name, in bytes including '\0' static const uint NETWORK_RCONCOMMAND_LENGTH = 500; ///< The maximum length of a rconsole command, in bytes including '\0' static const uint NETWORK_GAMESCRIPT_JSON_LENGTH = COMPAT_MTU - 3; ///< The maximum length of a gamescript json string, in bytes including '\0'. Must not be longer than COMPAT_MTU including header (3 bytes) static const uint NETWORK_CHAT_LENGTH = 900; ///< The maximum length of a chat message, in bytes including '\0' static const uint NETWORK_CONTENT_FILENAME_LENGTH = 48; ///< The maximum length of a content's filename, in bytes including '\0'. static const uint NETWORK_CONTENT_NAME_LENGTH = 32; ///< The maximum length of a content's name, in bytes including '\0'. static const uint NETWORK_CONTENT_VERSION_LENGTH = 16; ///< The maximum length of a content's version, in bytes including '\0'. static const uint NETWORK_CONTENT_URL_LENGTH = 96; ///< The maximum length of a content's url, in bytes including '\0'. static const uint NETWORK_CONTENT_DESC_LENGTH = 512; ///< The maximum length of a content's description, in bytes including '\0'. static const uint NETWORK_CONTENT_TAG_LENGTH = 32; ///< The maximum length of a content's tag, in bytes including '\0'. static const uint NETWORK_ERROR_DETAIL_LENGTH = 100; ///< The maximum length of the error detail, in bytes including '\0'. static const uint NETWORK_INVITE_CODE_LENGTH = 64; ///< The maximum length of the invite code, in bytes including '\0'. static const uint NETWORK_INVITE_CODE_SECRET_LENGTH = 80; ///< The maximum length of the invite code secret, in bytes including '\0'. static const uint NETWORK_TOKEN_LENGTH = 64; ///< The maximum length of a token, in bytes including '\0'. static const uint NETWORK_GRF_NAME_LENGTH = 80; ///< Maximum length of the name of a GRF /** * Maximum number of GRFs that can be sent. * * This limit exists to avoid that the SERVER_INFO packet exceeding the * maximum MTU. At the time of writing this limit is 32767 (TCP_MTU). * * In the SERVER_INFO packet is the NetworkGameInfo struct, which is * 142 bytes + 100 per NewGRF (under the assumption strings are used to * their max). This brings us to roughly 326 possible NewGRFs. Round it * down so people don't freak out because they see a weird value, and you * get the limit: 255. * * PS: in case you ever want to raise this number, please be mindful that * "amount of NewGRFs" in NetworkGameInfo is currently an uint8. */ static const uint NETWORK_MAX_GRF_COUNT = 255; #endif /* NETWORK_CORE_CONFIG_H */