summaryrefslogtreecommitdiff
path: root/src/network/network_internal.h
blob: 42c7f66beaf4e719edab6f8c4d366edf65327c9b (plain)
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
/* $Id$ */

/** @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 "core/os_abstraction.h"
#include "core/core.h"
#include "core/config.h"
#include "core/packet.h"
#include "core/tcp.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 NetworkPlayerInfo _network_player_info[MAX_PLAYERS];

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 _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 uint16 _network_join_kbytes;
extern uint16 _network_join_kbytes_total;

extern uint32 _network_last_host_ip;
extern uint8 _network_reconnect;

extern bool _network_udp_server;
extern uint16 _network_udp_broadcast;

extern uint8 _network_advertise_retries;

// following externs are instantiated at network.cpp
extern CommandPacket *_local_command_queue;

// Here we keep track of the clients
//  (and the client uses [0] for his own communication)
extern NetworkTCPSocketHandler _clients[MAX_CLIENTS];

void NetworkTCPQueryServer(const char* host, unsigned short port);

void NetworkAddServer(const char *b);
void NetworkRebuildHostList();
void UpdateNetworkGameWindow(bool unselect);

bool IsNetworkCompatibleVersion(const char *version);

void NetworkExecuteCommand(CommandPacket *cp);
void NetworkAddCommandQueue(NetworkTCPSocketHandler *cs, CommandPacket *cp);

// from network.c
void NetworkCloseClient(NetworkTCPSocketHandler *cs);
void CDECL NetworkTextMessage(NetworkAction action, ConsoleColour color, bool self_send, const char *name, const char *str, ...);
void NetworkGetClientName(char *clientname, size_t size, const NetworkTCPSocketHandler *cs);
uint NetworkCalculateLag(const NetworkTCPSocketHandler *cs);
byte NetworkGetCurrentLanguageIndex();
NetworkTCPSocketHandler *NetworkFindClientStateFromIndex(uint16 client_index);
char* GetNetworkErrorMsg(char* buf, NetworkErrorCode err, const char* last);
bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH]);

#define DEREF_CLIENT(i) (&_clients[i])
// This returns the NetworkClientInfo from a NetworkClientState
#define DEREF_CLIENT_INFO(cs) (&_network_client_info[cs - _clients])

// 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(NetworkTCPSocketHandler *cs, Packet *p)
#define DEF_SERVER_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command(NetworkTCPSocketHandler *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

#define FOR_ALL_CLIENTS(cs) for (cs = _clients; cs != endof(_clients) && cs->IsConnected(); cs++)

#endif /* ENABLE_NETWORK */
#endif /* NETWORK_INTERNAL_H */