author | truelight |
Thu, 24 Mar 2005 14:43:40 +0000 | |
changeset 1540 | 6eef12dab5bf |
parent 1441 | 3c9130c733f3 |
child 1602 | 79f98b4b83fc |
permissions | -rw-r--r-- |
211 | 1 |
#ifndef NETWORK_H |
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#define NETWORK_H |
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#define NOREV_STRING "norev000" |
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#ifdef ENABLE_NETWORK |
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// If this line is enable, every frame will have a sync test |
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// this is not needed in normal games. Normal is like 1 sync in 100 |
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// frames. You can enable this if you have a lot of desyncs on a certain |
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// game. |
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// Remember: both client and server have to be compiled with this |
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// option enabled to make it to work. If one of the two has it disabled |
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// nothing will happen. |
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//#define ENABLE_NETWORK_SYNC_EVERY_FRAME |
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// In theory sending 1 of the 2 seeds is enough to check for desyncs |
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// so in theory, this next define can be left off. |
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//#define NETWORK_SEND_DOUBLE_SEED |
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// How many clients can we have? Like.. MAX_PLAYERS - 1 is the amount of |
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// players that can really play.. so.. a max of 4 spectators.. gives us.. |
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// MAX_PLAYERS + 3 |
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#define MAX_CLIENTS (MAX_PLAYERS + 3) |
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// Do not change this next line. It should _ALWAYS_ be MAX_CLIENTS + 1 |
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#define MAX_CLIENT_INFO (MAX_CLIENTS + 1) |
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/* Stuff for the master-server */ |
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#define NETWORK_MASTER_SERVER_PORT 3978 |
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#define NETWORK_MASTER_SERVER_HOST "master.openttd.org" |
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#define NETWORK_MASTER_SERVER_WELCOME_MESSAGE "OpenTTDRegister" |
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#define NETWORK_DEFAULT_PORT 3979 |
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#define MAX_INTERFACES 9 |
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// How many vehicle/station types we put over the network |
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#define NETWORK_VEHICLE_TYPES 5 |
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#define NETWORK_STATION_TYPES 5 |
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enum { |
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NETWORK_NAME_LENGTH = 80, |
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NETWORK_HOSTNAME_LENGTH = 80, |
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NETWORK_REVISION_LENGTH = 10, |
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NETWORK_PASSWORD_LENGTH = 20, |
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NETWORK_PLAYERS_LENGTH = 200, |
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NETWORK_CLIENT_NAME_LENGTH = 25, |
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NETWORK_RCONCOMMAND_LENGTH = 500, |
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}; |
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// This is the struct used by both client and server |
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// some fields will be empty on the client (like game_password) by default |
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// and only filled with data a player enters. |
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typedef struct NetworkGameInfo { |
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char server_name[NETWORK_NAME_LENGTH]; // Server name |
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char hostname[NETWORK_HOSTNAME_LENGTH]; // Hostname of the server (if any) |
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char server_revision[NETWORK_REVISION_LENGTH]; // The SVN version number the server is using (e.g.: 'r304') |
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// It even shows a SVN version in release-version, so |
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// it is easy to compare if a server is of the correct version |
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byte server_lang; // Language of the server (we should make a nice table for this) |
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byte use_password; // Is set to != 0 if it uses a password |
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char server_password[NETWORK_PASSWORD_LENGTH]; // On the server: the game password, on the client: != "" if server has password |
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byte clients_max; // Max clients allowed on server |
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byte clients_on; // Current count of clients on server |
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byte spectators_on; // How many spectators do we have? |
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uint16 game_date; // Current date |
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uint16 start_date; // When the game started |
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char map_name[NETWORK_NAME_LENGTH]; // Map which is played ["random" for a randomized map] |
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uint16 map_width; // Map width |
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uint16 map_height; // Map height |
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byte map_set; // Graphical set |
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bool dedicated; // Is this a dedicated server? |
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char rcon_password[NETWORK_PASSWORD_LENGTH]; // RCon password for the server. "" if rcon is disabled |
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} NetworkGameInfo; |
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typedef struct NetworkPlayerInfo { |
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char company_name[NETWORK_NAME_LENGTH]; // Company name |
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char password[NETWORK_PASSWORD_LENGTH]; // The password for the player |
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byte inaugurated_year; // What year the company started in |
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int64 company_value; // The company value |
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int64 money; // The amount of money the company has |
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int64 income; // How much did the company earned last year |
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uint16 performance; // What was his performance last month? |
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byte use_password; // 0: No password 1: There is a password |
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uint16 num_vehicle[NETWORK_VEHICLE_TYPES]; // How many vehicles are there of this type? |
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uint16 num_station[NETWORK_STATION_TYPES]; // How many stations are there of this type? |
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char players[NETWORK_PLAYERS_LENGTH]; // The players that control this company (Name1, name2, ..) |
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uint16 months_empty; // How many months the company is empty |
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} NetworkPlayerInfo; |
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typedef struct NetworkClientInfo { |
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uint16 client_index; // Index of the client (same as ClientState->index) |
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char client_name[NETWORK_CLIENT_NAME_LENGTH]; // Name of the client |
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byte client_lang; // The language of the client |
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byte client_playas; // As which player is this client playing |
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uint32 client_ip; // IP-address of the client (so he can be banned) |
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uint16 join_date; // Gamedate the player has joined |
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char unique_id[NETWORK_NAME_LENGTH]; // Every play sends an unique id so we can indentify him |
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} NetworkClientInfo; |
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typedef struct NetworkGameList { |
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NetworkGameInfo info; |
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uint32 ip; |
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uint16 port; |
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bool online; // False if the server did not respond (default status) |
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bool manually; // True if the server was added manually |
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struct NetworkGameList *next; |
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} NetworkGameList; |
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typedef enum { |
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NETWORK_JOIN_STATUS_CONNECTING, |
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NETWORK_JOIN_STATUS_AUTHORIZING, |
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NETWORK_JOIN_STATUS_WAITING, |
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NETWORK_JOIN_STATUS_DOWNLOADING, |
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NETWORK_JOIN_STATUS_PROCESSING, |
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NETWORK_JOIN_STATUS_REGISTERING, |
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NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO, |
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} NetworkJoinStatus; |
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// language ids for server_lang and client_lang |
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typedef enum { |
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NETLANG_ANY = 0, |
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NETLANG_ENGLISH = 1, |
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NETLANG_GERMAN = 2, |
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NETLANG_FRENCH = 3, |
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} NetworkLanguage; |
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VARDEF NetworkGameList *_network_game_list; |
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|
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VARDEF NetworkGameInfo _network_game_info; |
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VARDEF NetworkPlayerInfo _network_player_info[MAX_PLAYERS]; |
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VARDEF NetworkClientInfo _network_client_info[MAX_CLIENT_INFO]; |
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|
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VARDEF char _network_player_name[NETWORK_NAME_LENGTH]; |
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VARDEF char _network_default_ip[NETWORK_HOSTNAME_LENGTH]; |
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VARDEF uint16 _network_own_client_index; |
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VARDEF char _network_unique_id[NETWORK_NAME_LENGTH]; // Our own unique ID |
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VARDEF uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode |
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VARDEF uint32 _frame_counter_max; // To where we may go with our clients |
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// networking settings |
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VARDEF uint32 _network_ip_list[MAX_INTERFACES + 1]; // Network IPs |
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VARDEF uint16 _network_game_count; |
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VARDEF uint16 _network_lobby_company_count; |
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|
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VARDEF uint _network_server_port; |
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/* We use bind_ip and bind_ip_host, where bind_ip_host is the readable form of |
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bind_ip_host, and bind_ip the numeric value, because we want a nice number |
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in the openttd.cfg, but we wants to use the uint32 internally.. */ |
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VARDEF uint32 _network_server_bind_ip; |
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VARDEF char _network_server_bind_ip_host[NETWORK_HOSTNAME_LENGTH]; |
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VARDEF bool _is_network_server; // Does this client wants to be a network-server? |
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VARDEF char _network_server_name[NETWORK_NAME_LENGTH]; |
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VARDEF char _network_server_password[NETWORK_PASSWORD_LENGTH]; |
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VARDEF char _network_rcon_password[NETWORK_PASSWORD_LENGTH]; |
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|
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VARDEF uint16 _redirect_console_to_client; |
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VARDEF uint16 _network_sync_freq; |
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VARDEF uint8 _network_frame_freq; |
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VARDEF uint32 _sync_seed_1, _sync_seed_2; |
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VARDEF uint32 _sync_frame; |
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VARDEF bool _network_first_time; |
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// Vars needed for the join-GUI |
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VARDEF NetworkJoinStatus _network_join_status; |
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VARDEF uint8 _network_join_waiting; |
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VARDEF uint16 _network_join_kbytes; |
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VARDEF uint16 _network_join_kbytes_total; |
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VARDEF char _network_last_host[NETWORK_HOSTNAME_LENGTH]; |
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VARDEF short _network_last_port; |
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VARDEF uint32 _network_last_host_ip; |
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VARDEF uint8 _network_reconnect; |
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VARDEF bool _network_udp_server; |
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VARDEF uint16 _network_udp_broadcast; |
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|
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VARDEF byte _network_lan_internet; |
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VARDEF bool _network_advertise; |
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VARDEF uint16 _network_last_advertise_date; |
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VARDEF uint8 _network_advertise_retries; |
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VARDEF bool _network_autoclean_companies; |
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VARDEF uint8 _network_autoclean_unprotected; // Remove a company after X months |
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VARDEF uint8 _network_autoclean_protected; // Unprotect a company after X months |
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VARDEF uint16 _network_restart_game_date; // If this year is reached, the server automaticly restarts |
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NetworkGameList *NetworkQueryServer(const char* host, unsigned short port, bool game_info); |
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#endif /* ENABLE_NETWORK */ |
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// Those variables must always be registered! |
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#define MAX_SAVED_SERVERS 10 |
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VARDEF char *_network_host_list[MAX_SAVED_SERVERS]; |
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#define MAX_BANS 25 |
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VARDEF char *_network_ban_list[MAX_BANS]; |
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VARDEF bool _networking; |
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VARDEF bool _network_available; // is network mode available? |
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VARDEF bool _network_server; // network-server is active |
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VARDEF bool _network_dedicated; // are we a dedicated server? |
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VARDEF byte _network_playas; // an id to play as.. |
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void ParseConnectionString(const char **player, const char **port, char *connection_string); |
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void NetworkUpdateClientInfo(uint16 client_index); |
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void NetworkAddServer(const char *b); |
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void NetworkRebuildHostList(void); |
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void NetworkChangeCompanyPassword(const char *str); |
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#endif /* NETWORK_H */ |