author | rubidium |
Thu, 27 Dec 2007 13:35:39 +0000 | |
changeset 8640 | 1e93b81e96d2 |
parent 8617 | 931e0970d509 |
child 8743 | 62a558995c35 |
permissions | -rw-r--r-- |
2186 | 1 |
/* $Id$ */ |
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#ifndef NETWORK_H |
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#define NETWORK_H |
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#ifdef ENABLE_NETWORK |
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#include "../player.h" |
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#include "core/config.h" |
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#include "core/game.h" |
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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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/* |
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* Dumps all commands that are sent/received to stderr and saves every month. |
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* This log can become quite large over time; say in the order of two to three |
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* times the bandwidth used for network games. |
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*/ |
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//#define DEBUG_DUMP_COMMANDS |
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#ifdef DEBUG_DUMP_COMMANDS |
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void CDECL debug_dump_commands(const char *s, ...); |
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#endif /* DEBUG_DUMP_COMMANDS */ |
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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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#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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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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Year inaugurated_year; // What year the company started in |
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Money company_value; // The company value |
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Money money; // The amount of money the company has |
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Money 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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bool use_password; // Is there 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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}; |
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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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PlayerID client_playas; // As which player is this client playing (PlayerID) |
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uint32 client_ip; // IP-address of the client (so he can be banned) |
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Date join_date; // Gamedate the player has joined |
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char unique_id[NETWORK_UNIQUE_ID_LENGTH]; // Every play sends an unique id so we can indentify him |
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}; |
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enum NetworkJoinStatus { |
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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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}; |
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/* Language ids for server_lang and client_lang. Do NOT modify the order. */ |
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enum NetworkLanguage { |
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NETLANG_ANY = 0, |
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NETLANG_ENGLISH, |
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NETLANG_GERMAN, |
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NETLANG_FRENCH, |
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NETLANG_BRAZILIAN, |
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NETLANG_BULGARIAN, |
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NETLANG_CHINESE, |
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NETLANG_CZECH, |
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NETLANG_DANISH, |
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NETLANG_DUTCH, |
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NETLANG_ESPERANTO, |
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NETLANG_FINNISH, |
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NETLANG_HUNGARIAN, |
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NETLANG_ICELANDIC, |
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NETLANG_ITALIAN, |
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NETLANG_JAPANESE, |
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NETLANG_KOREAN, |
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NETLANG_LITHUANIAN, |
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NETLANG_NORWEGIAN, |
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NETLANG_POLISH, |
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NETLANG_PORTUGUESE, |
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NETLANG_ROMANIAN, |
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NETLANG_RUSSIAN, |
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NETLANG_SLOVAK, |
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NETLANG_SLOVENIAN, |
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NETLANG_SPANISH, |
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NETLANG_SWEDISH, |
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NETLANG_TURKISH, |
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NETLANG_UKRAINIAN, |
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NETLANG_COUNT |
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120 |
}; |
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121 |
|
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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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125 |
|
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(svn r4521) - Fix: be consistent about the size of the player-name in MP. This hopefully fixes a crash on lesser OS's (eg Win98). Use ttd_strlcpy() to just copy over strings and properly terminate them because different implementations of snprintf() behave differently. Courtesy of TrueLight
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126 |
VARDEF char _network_player_name[NETWORK_CLIENT_NAME_LENGTH]; |
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VARDEF char _network_default_ip[NETWORK_HOSTNAME_LENGTH]; |
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128 |
|
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129 |
VARDEF uint16 _network_own_client_index; |
8303
67babdcebe96
(svn r11357) -Fix: NetworkUniqueID could be 80 chars, while the max size we generate is 32. So reduce the size a bit. Pointed out by dihedral, so give him a big hug ;)
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130 |
VARDEF char _network_unique_id[NETWORK_UNIQUE_ID_LENGTH]; // Our own unique ID |
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131 |
|
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132 |
VARDEF uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode |
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133 |
VARDEF uint32 _frame_counter_max; // To where we may go with our clients |
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134 |
|
2079
5afd2e7fc3bd
(svn r2589) Fix: [network] Fixed static variable that wasn't initialized. Would stop the sync checking from working in some cases.
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|
135 |
VARDEF uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients. |
5afd2e7fc3bd
(svn r2589) Fix: [network] Fixed static variable that wasn't initialized. Would stop the sync checking from working in some cases.
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|
136 |
|
543
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137 |
// networking settings |
4034
091963647651
(svn r5293) -Fix: Not all network interfaces are capable of broadcasting. Don't record those which aren't
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|
138 |
VARDEF uint32 _broadcast_list[MAX_INTERFACES + 1]; |
543
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139 |
|
3152
447059d1ecdd
(svn r3775) Fix loading of server_port from config file, introduced in Darkvater's unified configuration changes (r3719+)
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|
140 |
VARDEF uint16 _network_server_port; |
629
ce914eb4023d
(svn r1059) -Fix: [Console] Renamed 'set port' to 'set server_port'
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|
141 |
/* We use bind_ip and bind_ip_host, where bind_ip_host is the readable form of |
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|
142 |
bind_ip_host, and bind_ip the numeric value, because we want a nice number |
ce914eb4023d
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|
143 |
in the openttd.cfg, but we wants to use the uint32 internally.. */ |
ce914eb4023d
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|
144 |
VARDEF uint32 _network_server_bind_ip; |
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|
145 |
VARDEF char _network_server_bind_ip_host[NETWORK_HOSTNAME_LENGTH]; |
543
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146 |
VARDEF bool _is_network_server; // Does this client wants to be a network-server? |
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147 |
VARDEF char _network_server_name[NETWORK_NAME_LENGTH]; |
1026
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(svn r1527) -Add: RCon (Remote Connection). A server can set:
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148 |
VARDEF char _network_server_password[NETWORK_PASSWORD_LENGTH]; |
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|
149 |
VARDEF char _network_rcon_password[NETWORK_PASSWORD_LENGTH]; |
8494
88f26cafc858
(svn r11556) -Feature: allow setting a default password for new companies in network games.
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|
150 |
VARDEF char _network_default_company_pass[NETWORK_PASSWORD_LENGTH]; |
1026
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|
151 |
|
3173
1b75b9a6ff71
(svn r3805) - [FS#62] Fix doxygen comments to refer to the correct parameter. (sulai)
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|
152 |
VARDEF uint16 _network_max_join_time; ///< Time a client can max take to join |
1b75b9a6ff71
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|
153 |
VARDEF bool _network_pause_on_join; ///< Pause the game when a client tries to join (more chance of succeeding join) |
1602
08783e4287dc
(svn r2106) -Fix: improved the network-join algoritm, it is now a bit more stable
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154 |
|
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|
155 |
VARDEF uint16 _redirect_console_to_client; |
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|
156 |
|
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|
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VARDEF uint16 _network_sync_freq; |
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|
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VARDEF uint8 _network_frame_freq; |
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|
159 |
|
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|
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VARDEF uint32 _sync_seed_1, _sync_seed_2; |
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|
161 |
VARDEF uint32 _sync_frame; |
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|
162 |
VARDEF bool _network_first_time; |
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|
163 |
// Vars needed for the join-GUI |
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|
164 |
VARDEF NetworkJoinStatus _network_join_status; |
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VARDEF uint8 _network_join_waiting; |
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|
166 |
VARDEF uint16 _network_join_kbytes; |
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|
167 |
VARDEF uint16 _network_join_kbytes_total; |
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|
168 |
|
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|
169 |
VARDEF char _network_last_host[NETWORK_HOSTNAME_LENGTH]; |
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|
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VARDEF short _network_last_port; |
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|
171 |
VARDEF uint32 _network_last_host_ip; |
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|
172 |
VARDEF uint8 _network_reconnect; |
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|
173 |
|
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|
174 |
VARDEF bool _network_udp_server; |
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|
175 |
VARDEF uint16 _network_udp_broadcast; |
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|
176 |
|
764
68b398e2b780
(svn r1227) -Add: Ingame Server-list (select Internet, then Find Servers)
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|
177 |
VARDEF byte _network_lan_internet; |
68b398e2b780
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|
178 |
|
2861
c7e2c8217fed
(svn r3409) - Change the server advertisement interval to use the frame counter instead
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|
179 |
VARDEF bool _network_need_advertise; |
c7e2c8217fed
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|
180 |
VARDEF uint32 _network_last_advertise_frame; |
764
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|
181 |
VARDEF uint8 _network_advertise_retries; |
668
346853c8b513
(svn r1106) -Add: [Network] Added master-server protocol and advertise to
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|
182 |
|
690
9f449a6b133e
(svn r1131) -Add: [Network] Autoclean_companies (set it with 'set autoclean_companies on/off').
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|
183 |
VARDEF bool _network_autoclean_companies; |
9f449a6b133e
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|
184 |
VARDEF uint8 _network_autoclean_unprotected; // Remove a company after X months |
9f449a6b133e
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|
185 |
VARDEF uint8 _network_autoclean_protected; // Unprotect a company after X months |
9f449a6b133e
(svn r1131) -Add: [Network] Autoclean_companies (set it with 'set autoclean_companies on/off').
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|
186 |
|
4293
2c24234a7aec
(svn r5926) -Codechange: make _cur_year contain the full year, instead of the offset since 1920
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|
187 |
VARDEF Year _network_restart_game_year; // If this year is reached, the server automaticly restarts |
4716
d9ca1be9d04b
(svn r6628) - Feature: Add the ability to pause a server if not enough players are connected. The setting for this is 'min_players' and can be set in the config and via the console. If the number of players drops below this number, the server will pause the game.
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|
188 |
VARDEF uint8 _network_min_players; // Minimum number of players for game to unpause |
785
e9ca2bcc9c8f
(svn r1252) -Add: [Network] With 'set restart_game_date' you can set the date for in
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|
189 |
|
6167
1475cf991e66
(svn r8543) -Codechange: make a real difference between querying the server via UDP and TCP.
rubidium
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6148
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|
190 |
void NetworkTCPQueryServer(const char* host, unsigned short port); |
774
258c11431acb
(svn r1240) -Fix: OpenTTD once again compiles if ENABLE_NETWORK is disabled.
darkvater
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773
diff
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|
191 |
|
6573 | 192 |
byte NetworkSpectatorCount(); |
2944
7c392e7b51c6
(svn r3500) - Workaround the inaccurate count of spectators/companies that can happen in certain border-cases. For now just dynamically get this value when requested so it is always right. To do properly all player/client creation/destruction needs a hook for networking.
Darkvater
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|
193 |
|
3041
105098f42dfa
(svn r3621) - Codechange: Only define the server and bans list if network is enabled. Preparatory work for saving patches/settings to savegame.
Darkvater
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|
194 |
VARDEF char *_network_host_list[10]; |
105098f42dfa
(svn r3621) - Codechange: Only define the server and bans list if network is enabled. Preparatory work for saving patches/settings to savegame.
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|
195 |
VARDEF char *_network_ban_list[25]; |
105098f42dfa
(svn r3621) - Codechange: Only define the server and bans list if network is enabled. Preparatory work for saving patches/settings to savegame.
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|
196 |
|
4038
b23bbe44d1ba
(svn r5298) Hide function declarations and remove function stubs which aren't needed in the !ENABLE_NETWORK case
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|
197 |
void ParseConnectionString(const char **player, const char **port, char *connection_string); |
b23bbe44d1ba
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|
198 |
void NetworkUpdateClientInfo(uint16 client_index); |
b23bbe44d1ba
(svn r5298) Hide function declarations and remove function stubs which aren't needed in the !ENABLE_NETWORK case
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|
199 |
void NetworkAddServer(const char *b); |
6573 | 200 |
void NetworkRebuildHostList(); |
4038
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|
201 |
bool NetworkChangeCompanyPassword(byte argc, char *argv[]); |
6573 | 202 |
void NetworkPopulateCompanyInfo(); |
5034
f00ac4873c34
(svn r7076) -Codechange: Prefer includes instead of using extern. Move UpdateNetworkGameWindow
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changeset
|
203 |
void UpdateNetworkGameWindow(bool unselect); |
6573 | 204 |
void CheckMinPlayers(); |
6210
717cc12ac0a9
(svn r8631) -Add: added parameter -l ip[:port] to ./openttd, which redirects DEBUG() to a remote connection over TCP
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|
205 |
void NetworkStartDebugLog(const char *hostname, uint16 port); |
4038
b23bbe44d1ba
(svn r5298) Hide function declarations and remove function stubs which aren't needed in the !ENABLE_NETWORK case
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|
206 |
|
6573 | 207 |
void NetworkStartUp(); |
5870
86e55167c9e3
(svn r8078) -Codechange: rewrite UDP part of the network code to make use classes. This is only one of the many steps to really cleanup the network code.
rubidium
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5838
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|
208 |
void NetworkUDPCloseAll(); |
6573 | 209 |
void NetworkShutDown(); |
210 |
void NetworkGameLoop(); |
|
211 |
void NetworkUDPGameLoop(); |
|
212 |
bool NetworkServerStart(); |
|
4880
0708f34e3586
(svn r6816) -Codechange: Some coding style, variable localization, const correctness.
Darkvater
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4830
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|
213 |
bool NetworkClientConnectGame(const char *host, uint16 port); |
6573 | 214 |
void NetworkReboot(); |
215 |
void NetworkDisconnect(); |
|
4830
0ff2a14e90be
(svn r6754) -Codechange: Remove some #idef ENABLE_NETWORK specific defines. With networking
Darkvater
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4829
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changeset
|
216 |
|
6504
5578f2fa1a73
(svn r8949) -Codechange: only test the first NETWORK_REVISION_LENGTH - 1 characters when determining network compatability. This makes it possible to have 'long' branch names while still being able to play network games.
rubidium
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6210
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217 |
bool IsNetworkCompatibleVersion(const char *version); |
5578f2fa1a73
(svn r8949) -Codechange: only test the first NETWORK_REVISION_LENGTH - 1 characters when determining network compatability. This makes it possible to have 'long' branch names while still being able to play network games.
rubidium
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6210
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changeset
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218 |
|
8617
931e0970d509
(svn r11682) -Codechange: move some 'generic' geometry related types into a single file and do not include gfx.h everywhere to get a Point type.
rubidium
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8494
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changeset
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219 |
extern bool _networking; ///< are we in networking mode? |
4830
0ff2a14e90be
(svn r6754) -Codechange: Remove some #idef ENABLE_NETWORK specific defines. With networking
Darkvater
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4829
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220 |
VARDEF bool _network_server; ///< network-server is active |
0ff2a14e90be
(svn r6754) -Codechange: Remove some #idef ENABLE_NETWORK specific defines. With networking
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4829
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changeset
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221 |
VARDEF bool _network_available; ///< is network mode available? |
5962
72d6d787d1f0
(svn r8198) -Codechange: two global variables are not needed when network is disabled.
rubidium
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5870
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changeset
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222 |
VARDEF bool _network_dedicated; ///< are we a dedicated server? |
72d6d787d1f0
(svn r8198) -Codechange: two global variables are not needed when network is disabled.
rubidium
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5870
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223 |
VARDEF bool _network_advertise; ///< is the server advertising to the master server? |
4830
0ff2a14e90be
(svn r6754) -Codechange: Remove some #idef ENABLE_NETWORK specific defines. With networking
Darkvater
parents:
4829
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changeset
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224 |
|
0ff2a14e90be
(svn r6754) -Codechange: Remove some #idef ENABLE_NETWORK specific defines. With networking
Darkvater
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225 |
#else /* ENABLE_NETWORK */ |
0ff2a14e90be
(svn r6754) -Codechange: Remove some #idef ENABLE_NETWORK specific defines. With networking
Darkvater
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226 |
/* Network function stubs when networking is disabled */ |
0ff2a14e90be
(svn r6754) -Codechange: Remove some #idef ENABLE_NETWORK specific defines. With networking
Darkvater
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changeset
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227 |
|
6573 | 228 |
static inline void NetworkStartUp() {} |
229 |
static inline void NetworkShutDown() {} |
|
4830
0ff2a14e90be
(svn r6754) -Codechange: Remove some #idef ENABLE_NETWORK specific defines. With networking
Darkvater
parents:
4829
diff
changeset
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230 |
|
0ff2a14e90be
(svn r6754) -Codechange: Remove some #idef ENABLE_NETWORK specific defines. With networking
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4829
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changeset
|
231 |
#define _networking 0 |
0ff2a14e90be
(svn r6754) -Codechange: Remove some #idef ENABLE_NETWORK specific defines. With networking
Darkvater
parents:
4829
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changeset
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232 |
#define _network_server 0 |
0ff2a14e90be
(svn r6754) -Codechange: Remove some #idef ENABLE_NETWORK specific defines. With networking
Darkvater
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4829
diff
changeset
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233 |
#define _network_available 0 |
5962
72d6d787d1f0
(svn r8198) -Codechange: two global variables are not needed when network is disabled.
rubidium
parents:
5870
diff
changeset
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234 |
#define _network_dedicated 0 |
72d6d787d1f0
(svn r8198) -Codechange: two global variables are not needed when network is disabled.
rubidium
parents:
5870
diff
changeset
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235 |
#define _network_advertise 0 |
4830
0ff2a14e90be
(svn r6754) -Codechange: Remove some #idef ENABLE_NETWORK specific defines. With networking
Darkvater
parents:
4829
diff
changeset
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236 |
|
543
e3b43338096b
(svn r942) -Merged branch/network back into the trunk
truelight
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239
diff
changeset
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237 |
#endif /* ENABLE_NETWORK */ |
e3b43338096b
(svn r942) -Merged branch/network back into the trunk
truelight
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239
diff
changeset
|
238 |
|
8617
931e0970d509
(svn r11682) -Codechange: move some 'generic' geometry related types into a single file and do not include gfx.h everywhere to get a Point type.
rubidium
parents:
8494
diff
changeset
|
239 |
/* This variable must always be registered! */ |
4880
0708f34e3586
(svn r6816) -Codechange: Some coding style, variable localization, const correctness.
Darkvater
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4830
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changeset
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240 |
VARDEF PlayerID _network_playas; ///< an id to play as.. (see players.h:Players) |
211 | 241 |
|
242 |
#endif /* NETWORK_H */ |