/* $Id$ */ #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); 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_reload_cfg; ///< will we reload the entire config for the next game? #else /* ENABLE_NETWORK */ /* Network function stubs when networking is disabled */ static inline void NetworkStartUp() {} static inline void NetworkShutDown() {} #define _networking 0 #define _network_server 0 #define _network_available 0 #define _network_dedicated 0 #define _network_advertise 0 #endif /* ENABLE_NETWORK */ /* This variable must always be registered! */ VARDEF PlayerID _network_playas; ///< an id to play as.. (see players.h:Players) #endif /* NETWORK_H */