1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
|
/* $Id$ */
#ifndef NETWORK_H
#define NETWORK_H
#define NOREV_STRING "norev000"
#ifdef ENABLE_NETWORK
#include "player.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)
/* 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
enum {
NETWORK_NAME_LENGTH = 80,
NETWORK_HOSTNAME_LENGTH = 80,
NETWORK_REVISION_LENGTH = 15,
NETWORK_PASSWORD_LENGTH = 20,
NETWORK_PLAYERS_LENGTH = 200,
NETWORK_CLIENT_NAME_LENGTH = 25,
NETWORK_RCONCOMMAND_LENGTH = 500,
NETWORK_NUM_LANGUAGES = 4,
};
// 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
bool compatible; // Can we connect to this server or not? (based on server_revision)
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 companies_max; // Max companies allowed on server
byte companies_on; // How many started companies do we have (XXX - disabled for server atm, use ActivePlayerCount())
byte spectators_max; // Max spectators allowed on server
byte spectators_on; // How many spectators do we have? (XXX - disabled for server atm, use NetworkSpectatorCount())
Date game_date; // Current date
Date 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?
char rcon_password[NETWORK_PASSWORD_LENGTH]; // RCon password for the server. "" if rcon is disabled
} NetworkGameInfo;
typedef 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
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?
byte use_password; // 0: No password 1: There is 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
} NetworkPlayerInfo;
typedef 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
byte 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_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_CLIENT_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
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 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
NetworkGameList *NetworkQueryServer(const char* host, unsigned short port, bool game_info);
byte NetworkSpectatorCount(void);
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(void);
bool NetworkChangeCompanyPassword(byte argc, char *argv[]);
void NetworkPopulateCompanyInfo(void);
void CheckMinPlayers(void);
void NetworkStartUp(void);
void NetworkUDPClose(void);
void NetworkShutDown(void);
void NetworkGameLoop(void);
void NetworkUDPGameLoop(void);
bool NetworkServerStart(void);
bool NetworkClientConnectGame(const char *host, uint16 port);
void NetworkReboot(void);
void NetworkDisconnect(void);
VARDEF bool _networking; ///< are we in networking mode?
VARDEF bool _network_server; ///< network-server is active
VARDEF bool _network_available; ///< is network mode available?
#else /* ENABLE_NETWORK */
/* Network function stubs when networking is disabled */
static inline void NetworkStartUp(void) {}
static inline void NetworkShutDown(void) {}
#define _networking 0
#define _network_server 0
#define _network_available 0
#endif /* ENABLE_NETWORK */
/* These variables must always be registered! */
VARDEF bool _network_dedicated; ///< are we a dedicated server?
VARDEF bool _network_advertise; ///< is the server advertising to the master server?
VARDEF PlayerID _network_playas; ///< an id to play as.. (see players.h:Players)
#endif /* NETWORK_H */
|