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#ifndef NETWORK_H
#define NETWORK_H
#include "network_core.h"
#define NOREV_STRING "norev000"
#ifdef ENABLE_NETWORK
// 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)
/* Stuff for the master-server */
#define NETWORK_MASTER_SERVER_PORT 3978
#define NETWORK_MASTER_SERVER_HOST "master.openttd.org"
#define NETWORK_MASTER_SERVER_WELCOME_MESSAGE "OpenTTDRegister"
#define NETWORK_DEFAULT_PORT 3979
#define MAX_INTERFACES 9
// How many vehicle/station types we put over the network
#define NETWORK_VEHICLE_TYPES 5
#define NETWORK_STATION_TYPES 5
#define NETWORK_NAME_LENGTH 80
#define NETWORK_HOSTNAME_LENGTH 80
#define NETWORK_REVISION_LENGTH 10
#define NETWORK_PASSWORD_LENGTH 20
#define NETWORK_PLAYERS_LENGTH 200
// This is the struct used by both client and server
// some fields will be empty on the client (like game_password) by default
// and only filled with data a player enters.
typedef struct NetworkGameInfo {
char server_name[NETWORK_NAME_LENGTH]; // Server name
char hostname[NETWORK_HOSTNAME_LENGTH]; // Hostname of the server (if any)
char server_revision[NETWORK_REVISION_LENGTH]; // The SVN version number the server is using (e.g.: 'r304')
// It even shows a SVN version in release-version, so
// it is easy to compare if a server is of the correct version
byte server_lang; // Language of the server (we should make a nice table for this)
byte use_password; // Is set to != 0 if it uses a password
char server_password[NETWORK_PASSWORD_LENGTH]; // On the server: the game password, on the client: != "" if server has password
byte clients_max; // Max clients allowed on server
byte clients_on; // Current count of clients on server
byte spectators_on; // How many spectators do we have?
uint16 game_date; // Current date
uint16 start_date; // When the game started
char map_name[NETWORK_NAME_LENGTH]; // Map which is played ["random" for a randomized map]
uint16 map_width; // Map width
uint16 map_height; // Map height
byte map_set; // Graphical set
bool dedicated; // Is this a dedicated server?
} NetworkGameInfo;
typedef struct NetworkPlayerInfo {
char company_name[NETWORK_NAME_LENGTH]; // Company name
char password[NETWORK_PASSWORD_LENGTH]; // The password for the player
byte inaugurated_year; // What year the company started in
int64 company_value; // The company value
int64 money; // The amount of money the company has
int64 income; // How much did the company earned last year
uint16 performance; // What was his performance last month?
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
} NetworkPlayerInfo;
typedef struct NetworkClientInfo {
uint16 client_index; // Index of the client (same as ClientState->index)
char client_name[NETWORK_NAME_LENGTH]; // Name of the client
byte client_lang; // The language of the client
byte client_playas; // As which player is this client playing
uint32 client_ip; // IP-address of the client (so he can be banned)
uint16 join_date; // Gamedate the player has joined
char unique_id[NETWORK_NAME_LENGTH]; // Every play sends an unique id so we can indentify him
} NetworkClientInfo;
typedef struct NetworkGameList {
NetworkGameInfo info;
uint32 ip;
uint16 port;
bool online; // False if the server did not respond (default status)
bool manually; // True if the server was added manually
struct NetworkGameList *next;
} NetworkGameList;
typedef enum {
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,
} NetworkJoinStatus;
// language ids for server_lang and client_lang
typedef enum {
NETLANG_ANY = 0,
NETLANG_ENGLISH = 1,
NETLANG_GERMAN = 2,
NETLANG_FRENCH = 3,
} NetworkLanguage;
VARDEF NetworkGameList *_network_game_list;
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_NAME_LENGTH];
VARDEF char _network_default_ip[NETWORK_HOSTNAME_LENGTH];
VARDEF uint16 _network_own_client_index;
VARDEF char _network_unique_id[NETWORK_NAME_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
// networking settings
VARDEF uint32 _network_ip_list[MAX_INTERFACES + 1]; // Network IPs
VARDEF uint16 _network_game_count;
VARDEF uint16 _network_lobby_company_count;
VARDEF uint _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 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_advertise;
VARDEF uint16 _network_last_advertise_date;
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
NetworkGameList *NetworkQueryServer(const byte* host, unsigned short port, bool game_info);
#endif /* ENABLE_NETWORK */
// Those variables must always be registered!
#define MAX_SAVED_SERVERS 10
VARDEF char *_network_host_list[MAX_SAVED_SERVERS];
VARDEF bool _networking;
VARDEF bool _network_available; // is network mode available?
VARDEF bool _network_server; // network-server is active
VARDEF bool _network_dedicated; // are we a dedicated server?
VARDEF byte _network_playas; // an id to play as..
void ParseConnectionString(const byte **player, const byte **port, byte *connection_string);
void NetworkUpdateClientInfo(uint16 client_index);
void NetworkAddServer(const byte *b);
void NetworkRebuildHostList();
void NetworkChangeCompanyPassword(const char *str);
#endif /* NETWORK_H */
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