tron@2186: /* $Id$ */ tron@2186: darkvater@211: #ifndef NETWORK_H darkvater@211: #define NETWORK_H darkvater@211: truelight@543: #ifdef ENABLE_NETWORK truelight@543: rubidium@5469: #include "../player.h" rubidium@5469: #include "core/config.h" rubidium@5469: #include "core/game.h" tron@2153: truelight@543: // If this line is enable, every frame will have a sync test truelight@543: // this is not needed in normal games. Normal is like 1 sync in 100 truelight@543: // frames. You can enable this if you have a lot of desyncs on a certain truelight@543: // game. truelight@543: // Remember: both client and server have to be compiled with this truelight@543: // option enabled to make it to work. If one of the two has it disabled truelight@543: // nothing will happen. truelight@543: //#define ENABLE_NETWORK_SYNC_EVERY_FRAME truelight@543: rubidium@7187: /* rubidium@7187: * Dumps all commands that are sent/received to stderr and saves every month. rubidium@7187: * This log can become quite large over time; say in the order of two to three rubidium@7187: * times the bandwidth used for network games. rubidium@7187: */ rubidium@7187: //#define DEBUG_DUMP_COMMANDS rubidium@7187: rubidium@7187: #ifdef DEBUG_DUMP_COMMANDS rubidium@7187: void CDECL debug_dump_commands(const char *s, ...); rubidium@7187: #endif /* DEBUG_DUMP_COMMANDS */ rubidium@7187: truelight@543: // In theory sending 1 of the 2 seeds is enough to check for desyncs truelight@543: // so in theory, this next define can be left off. truelight@543: //#define NETWORK_SEND_DOUBLE_SEED truelight@543: truelight@543: // How many clients can we have? Like.. MAX_PLAYERS - 1 is the amount of truelight@543: // players that can really play.. so.. a max of 4 spectators.. gives us.. truelight@543: // MAX_PLAYERS + 3 truelight@543: #define MAX_CLIENTS (MAX_PLAYERS + 3) truelight@543: truelight@543: truelight@543: // Do not change this next line. It should _ALWAYS_ be MAX_CLIENTS + 1 truelight@543: #define MAX_CLIENT_INFO (MAX_CLIENTS + 1) truelight@543: truelight@543: #define MAX_INTERFACES 9 truelight@543: truelight@543: truelight@543: // How many vehicle/station types we put over the network truelight@543: #define NETWORK_VEHICLE_TYPES 5 truelight@543: #define NETWORK_STATION_TYPES 5 truelight@543: rubidium@6248: struct NetworkPlayerInfo { rubidium@4344: char company_name[NETWORK_NAME_LENGTH]; // Company name rubidium@4344: char password[NETWORK_PASSWORD_LENGTH]; // The password for the player rubidium@4344: Year inaugurated_year; // What year the company started in rubidium@6990: Money company_value; // The company value rubidium@6990: Money money; // The amount of money the company has rubidium@6990: Money income; // How much did the company earned last year rubidium@4344: uint16 performance; // What was his performance last month? rubidium@5918: bool use_password; // Is there a password rubidium@4344: uint16 num_vehicle[NETWORK_VEHICLE_TYPES]; // How many vehicles are there of this type? rubidium@4344: uint16 num_station[NETWORK_STATION_TYPES]; // How many stations are there of this type? rubidium@4344: char players[NETWORK_PLAYERS_LENGTH]; // The players that control this company (Name1, name2, ..) rubidium@4344: uint16 months_empty; // How many months the company is empty rubidium@6248: }; truelight@543: rubidium@6248: struct NetworkClientInfo { rubidium@4344: uint16 client_index; // Index of the client (same as ClientState->index) rubidium@4344: char client_name[NETWORK_CLIENT_NAME_LENGTH]; // Name of the client rubidium@4344: byte client_lang; // The language of the client rubidium@5587: PlayerID client_playas; // As which player is this client playing (PlayerID) rubidium@4344: uint32 client_ip; // IP-address of the client (so he can be banned) rubidium@4344: Date join_date; // Gamedate the player has joined truelight@7807: char unique_id[NETWORK_UNIQUE_ID_LENGTH]; // Every play sends an unique id so we can indentify him rubidium@6248: }; darkvater@211: rubidium@6248: enum NetworkJoinStatus { truelight@543: NETWORK_JOIN_STATUS_CONNECTING, truelight@543: NETWORK_JOIN_STATUS_AUTHORIZING, truelight@543: NETWORK_JOIN_STATUS_WAITING, truelight@543: NETWORK_JOIN_STATUS_DOWNLOADING, truelight@543: NETWORK_JOIN_STATUS_PROCESSING, truelight@670: NETWORK_JOIN_STATUS_REGISTERING, signde@239: truelight@543: NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO, rubidium@6248: }; truelight@543: glx@6793: /* Language ids for server_lang and client_lang. Do NOT modify the order. */ rubidium@6248: enum NetworkLanguage { glx@6793: NETLANG_ANY = 0, glx@6793: NETLANG_ENGLISH, glx@6793: NETLANG_GERMAN, glx@6793: NETLANG_FRENCH, glx@6793: NETLANG_BRAZILIAN, glx@6793: NETLANG_BULGARIAN, glx@6793: NETLANG_CHINESE, glx@6793: NETLANG_CZECH, glx@6793: NETLANG_DANISH, glx@6793: NETLANG_DUTCH, glx@6793: NETLANG_ESPERANTO, glx@6793: NETLANG_FINNISH, glx@6793: NETLANG_HUNGARIAN, glx@6793: NETLANG_ICELANDIC, glx@6793: NETLANG_ITALIAN, glx@6793: NETLANG_JAPANESE, glx@6793: NETLANG_KOREAN, glx@6793: NETLANG_LITHUANIAN, glx@6793: NETLANG_NORWEGIAN, glx@6793: NETLANG_POLISH, glx@6793: NETLANG_PORTUGUESE, glx@6793: NETLANG_ROMANIAN, glx@6793: NETLANG_RUSSIAN, glx@6793: NETLANG_SLOVAK, glx@6793: NETLANG_SLOVENIAN, glx@6793: NETLANG_SPANISH, glx@6793: NETLANG_SWEDISH, glx@6793: NETLANG_TURKISH, glx@6793: NETLANG_UKRAINIAN, glx@6796: NETLANG_COUNT rubidium@6248: }; truelight@543: truelight@543: VARDEF NetworkGameInfo _network_game_info; truelight@543: VARDEF NetworkPlayerInfo _network_player_info[MAX_PLAYERS]; truelight@543: VARDEF NetworkClientInfo _network_client_info[MAX_CLIENT_INFO]; truelight@543: Darkvater@3623: VARDEF char _network_player_name[NETWORK_CLIENT_NAME_LENGTH]; truelight@543: VARDEF char _network_default_ip[NETWORK_HOSTNAME_LENGTH]; truelight@543: truelight@543: VARDEF uint16 _network_own_client_index; truelight@7807: VARDEF char _network_unique_id[NETWORK_UNIQUE_ID_LENGTH]; // Our own unique ID truelight@543: truelight@543: VARDEF uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode truelight@543: VARDEF uint32 _frame_counter_max; // To where we may go with our clients truelight@543: ludde@2079: VARDEF uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients. ludde@2079: truelight@543: // networking settings tron@4034: VARDEF uint32 _broadcast_list[MAX_INTERFACES + 1]; truelight@543: peter1138@3152: VARDEF uint16 _network_server_port; truelight@629: /* We use bind_ip and bind_ip_host, where bind_ip_host is the readable form of truelight@629: bind_ip_host, and bind_ip the numeric value, because we want a nice number truelight@629: in the openttd.cfg, but we wants to use the uint32 internally.. */ truelight@629: VARDEF uint32 _network_server_bind_ip; truelight@629: VARDEF char _network_server_bind_ip_host[NETWORK_HOSTNAME_LENGTH]; truelight@543: VARDEF bool _is_network_server; // Does this client wants to be a network-server? truelight@543: VARDEF char _network_server_name[NETWORK_NAME_LENGTH]; truelight@1026: VARDEF char _network_server_password[NETWORK_PASSWORD_LENGTH]; truelight@1026: VARDEF char _network_rcon_password[NETWORK_PASSWORD_LENGTH]; truelight@1026: peter1138@3173: VARDEF uint16 _network_max_join_time; ///< Time a client can max take to join peter1138@3173: VARDEF bool _network_pause_on_join; ///< Pause the game when a client tries to join (more chance of succeeding join) truelight@1602: truelight@1026: VARDEF uint16 _redirect_console_to_client; truelight@543: truelight@543: VARDEF uint16 _network_sync_freq; truelight@543: VARDEF uint8 _network_frame_freq; truelight@543: truelight@543: VARDEF uint32 _sync_seed_1, _sync_seed_2; truelight@543: VARDEF uint32 _sync_frame; truelight@543: VARDEF bool _network_first_time; truelight@543: // Vars needed for the join-GUI truelight@543: VARDEF NetworkJoinStatus _network_join_status; truelight@543: VARDEF uint8 _network_join_waiting; truelight@543: VARDEF uint16 _network_join_kbytes; truelight@543: VARDEF uint16 _network_join_kbytes_total; truelight@543: truelight@543: VARDEF char _network_last_host[NETWORK_HOSTNAME_LENGTH]; truelight@543: VARDEF short _network_last_port; truelight@543: VARDEF uint32 _network_last_host_ip; truelight@543: VARDEF uint8 _network_reconnect; truelight@543: truelight@543: VARDEF bool _network_udp_server; truelight@543: VARDEF uint16 _network_udp_broadcast; truelight@543: truelight@764: VARDEF byte _network_lan_internet; truelight@764: peter1138@2861: VARDEF bool _network_need_advertise; peter1138@2861: VARDEF uint32 _network_last_advertise_frame; truelight@764: VARDEF uint8 _network_advertise_retries; truelight@668: truelight@690: VARDEF bool _network_autoclean_companies; truelight@690: VARDEF uint8 _network_autoclean_unprotected; // Remove a company after X months truelight@690: VARDEF uint8 _network_autoclean_protected; // Unprotect a company after X months truelight@690: rubidium@4293: VARDEF Year _network_restart_game_year; // If this year is reached, the server automaticly restarts peter1138@4716: VARDEF uint8 _network_min_players; // Minimum number of players for game to unpause truelight@785: rubidium@5916: void NetworkTCPQueryServer(const char* host, unsigned short port); darkvater@774: rubidium@6247: byte NetworkSpectatorCount(); Darkvater@2944: Darkvater@3041: VARDEF char *_network_host_list[10]; Darkvater@3041: VARDEF char *_network_ban_list[25]; Darkvater@3041: tron@4038: void ParseConnectionString(const char **player, const char **port, char *connection_string); tron@4038: void NetworkUpdateClientInfo(uint16 client_index); tron@4038: void NetworkAddServer(const char *b); rubidium@6247: void NetworkRebuildHostList(); tron@4038: bool NetworkChangeCompanyPassword(byte argc, char *argv[]); rubidium@6247: void NetworkPopulateCompanyInfo(); Darkvater@5034: void UpdateNetworkGameWindow(bool unselect); rubidium@6247: void CheckMinPlayers(); truelight@5959: void NetworkStartDebugLog(const char *hostname, uint16 port); tron@4038: rubidium@6247: void NetworkStartUp(); rubidium@5619: void NetworkUDPCloseAll(); rubidium@6247: void NetworkShutDown(); rubidium@6247: void NetworkGameLoop(); rubidium@6247: void NetworkUDPGameLoop(); rubidium@6247: bool NetworkServerStart(); Darkvater@4880: bool NetworkClientConnectGame(const char *host, uint16 port); rubidium@6247: void NetworkReboot(); rubidium@6247: void NetworkDisconnect(); Darkvater@4830: rubidium@6178: bool IsNetworkCompatibleVersion(const char *version); rubidium@6178: Darkvater@4830: VARDEF bool _network_server; ///< network-server is active Darkvater@4830: VARDEF bool _network_available; ///< is network mode available? rubidium@5711: VARDEF bool _network_dedicated; ///< are we a dedicated server? rubidium@5711: VARDEF bool _network_advertise; ///< is the server advertising to the master server? Darkvater@4830: Darkvater@4830: #else /* ENABLE_NETWORK */ Darkvater@4830: /* Network function stubs when networking is disabled */ Darkvater@4830: rubidium@6247: static inline void NetworkStartUp() {} rubidium@6247: static inline void NetworkShutDown() {} Darkvater@4830: Darkvater@4830: #define _networking 0 Darkvater@4830: #define _network_server 0 Darkvater@4830: #define _network_available 0 rubidium@5711: #define _network_dedicated 0 rubidium@5711: #define _network_advertise 0 Darkvater@4830: truelight@543: #endif /* ENABLE_NETWORK */ truelight@543: rubidium@5711: /* Thss variable must always be registered! */ Darkvater@4880: VARDEF PlayerID _network_playas; ///< an id to play as.. (see players.h:Players) darkvater@211: darkvater@211: #endif /* NETWORK_H */