/* $Id$ */ /** @file network_internal.h Variables and function used internally. */ #ifndef NETWORK_INTERNAL_H #define NETWORK_INTERNAL_H #ifdef ENABLE_NETWORK #include "network.h" #include "network_func.h" #include "network_base.h" #include "core/os_abstraction.h" #include "core/core.h" #include "core/config.h" #include "core/packet.h" #include "core/tcp_game.h" #include "../command_type.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 enum MapPacket { MAP_PACKET_START, MAP_PACKET_NORMAL, MAP_PACKET_END, }; 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_AFRIKAANS, NETLANG_CROATIAN, NETLANG_CATALAN, NETLANG_ESTONIAN, NETLANG_GALICIAN, NETLANG_GREEK, NETLANG_LATVIAN, NETLANG_COUNT }; extern uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode extern uint32 _frame_counter_max; // To where we may go with our clients extern uint32 _frame_counter; extern uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients. /* networking settings */ extern uint32 _broadcast_list[MAX_INTERFACES + 1]; extern uint32 _network_server_bind_ip; extern uint32 _sync_seed_1, _sync_seed_2; extern uint32 _sync_frame; extern bool _network_first_time; /* Vars needed for the join-GUI */ extern NetworkJoinStatus _network_join_status; extern uint8 _network_join_waiting; extern uint32 _network_join_bytes; extern uint32 _network_join_bytes_total; extern uint8 _network_reconnect; extern bool _network_udp_server; extern uint16 _network_udp_broadcast; extern uint8 _network_advertise_retries; extern CompanyMask _network_company_passworded; void NetworkTCPQueryServer(NetworkAddress address); void NetworkAddServer(const char *b); void NetworkRebuildHostList(); void UpdateNetworkGameWindow(bool unselect); bool IsNetworkCompatibleVersion(const char *version); /* From network_command.cpp */ /** * Everything we need to know about a command to be able to execute it. */ struct CommandPacket : CommandContainer { CommandPacket *next; ///< the next command packet (if in queue) CompanyByte company; ///< company that is executing the command uint32 frame; ///< the frame in which this packet is executed bool my_cmd; ///< did the command originate from "me" }; void NetworkAddCommandQueue(CommandPacket cp, NetworkClientSocket *cs = NULL); void NetworkExecuteLocalCommandQueue(); void NetworkFreeLocalCommandQueue(); /* from network.c */ void NetworkCloseClient(NetworkClientSocket *cs); void NetworkTextMessage(NetworkAction action, ConsoleColour colour, bool self_send, const char *name, const char *str = "", int64 data = 0); void NetworkGetClientName(char *clientname, size_t size, const NetworkClientSocket *cs); uint NetworkCalculateLag(const NetworkClientSocket *cs); byte NetworkGetCurrentLanguageIndex(); NetworkClientSocket *NetworkFindClientStateFromClientID(ClientID client_id); StringID GetNetworkErrorMsg(NetworkErrorCode err); bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH]); /* Macros to make life a bit more easier */ #define DEF_CLIENT_RECEIVE_COMMAND(type) NetworkRecvStatus NetworkPacketReceive_ ## type ## _command(Packet *p) #define DEF_CLIENT_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command() #define DEF_CLIENT_SEND_COMMAND_PARAM(type) void NetworkPacketSend_ ## type ## _command #define DEF_SERVER_RECEIVE_COMMAND(type) void NetworkPacketReceive_ ## type ## _command(NetworkClientSocket *cs, Packet *p) #define DEF_SERVER_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command(NetworkClientSocket *cs) #define DEF_SERVER_SEND_COMMAND_PARAM(type) void NetworkPacketSend_ ## type ## _command #define SEND_COMMAND(type) NetworkPacketSend_ ## type ## _command #define RECEIVE_COMMAND(type) NetworkPacketReceive_ ## type ## _command #endif /* ENABLE_NETWORK */ #endif /* NETWORK_INTERNAL_H */