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
|
/* $Id$ */
/*
* 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 <http://www.gnu.org/licenses/>.
*/
/** @file network_internal.h Variables and function used internally. */
#ifndef NETWORK_INTERNAL_H
#define NETWORK_INTERNAL_H
#include "network_func.h"
#include "core/tcp_game.h"
#include "../command_type.h"
#ifdef ENABLE_NETWORK
#ifdef RANDOM_DEBUG
/**
* 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
#endif /* RANDOM_DEBUG */
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,
NETWORK_JOIN_STATUS_END,
};
/** 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 NetworkAddressList _broadcast_list;
extern uint32 _sync_seed_1;
#ifdef NETWORK_SEND_DOUBLE_SEED
extern uint32 _sync_seed_2;
#endif
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 GetBindAddresses(NetworkAddressList *addresses, uint16 port);
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 */
NetworkRecvStatus NetworkCloseClient(NetworkClientSocket *cs, NetworkRecvStatus status);
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) NetworkRecvStatus NetworkPacketSend_ ## type ## _command()
#define DEF_CLIENT_SEND_COMMAND_PARAM(type) NetworkRecvStatus NetworkPacketSend_ ## type ## _command
#define DEF_SERVER_RECEIVE_COMMAND(type) NetworkRecvStatus NetworkPacketReceive_ ## type ## _command(NetworkClientSocket *cs, Packet *p)
#define DEF_SERVER_SEND_COMMAND(type) NetworkRecvStatus NetworkPacketSend_ ## type ## _command(NetworkClientSocket *cs)
#define DEF_SERVER_SEND_COMMAND_PARAM(type) NetworkRecvStatus NetworkPacketSend_ ## type ## _command
#define SEND_COMMAND(type) NetworkPacketSend_ ## type ## _command
#define RECEIVE_COMMAND(type) NetworkPacketReceive_ ## type ## _command
#endif /* ENABLE_NETWORK */
#endif /* NETWORK_INTERNAL_H */
|