author | celestar |
Mon, 19 Mar 2007 12:38:16 +0000 | |
branch | gamebalance |
changeset 9895 | 7bd07f43b0e3 |
parent 6504 | 5578f2fa1a73 |
child 9912 | 1ac8aac92385 |
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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#define NOREV_STRING "norev000" |
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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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// 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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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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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_NAME_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 |
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enum NetworkLanguage { |
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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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}; |
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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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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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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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VARDEF uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients. |
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// networking settings |
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VARDEF uint32 _broadcast_list[MAX_INTERFACES + 1]; |
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VARDEF uint16 _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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107 |
bind_ip_host, and bind_ip the numeric value, because we want a nice number |
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108 |
in the openttd.cfg, but we wants to use the uint32 internally.. */ |
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109 |
VARDEF uint32 _network_server_bind_ip; |
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|
110 |
VARDEF char _network_server_bind_ip_host[NETWORK_HOSTNAME_LENGTH]; |
543
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111 |
VARDEF bool _is_network_server; // Does this client wants to be a network-server? |
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112 |
VARDEF char _network_server_name[NETWORK_NAME_LENGTH]; |
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113 |
VARDEF char _network_server_password[NETWORK_PASSWORD_LENGTH]; |
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114 |
VARDEF char _network_rcon_password[NETWORK_PASSWORD_LENGTH]; |
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115 |
|
3173
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(svn r3805) - [FS#62] Fix doxygen comments to refer to the correct parameter. (sulai)
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116 |
VARDEF uint16 _network_max_join_time; ///< Time a client can max take to join |
1b75b9a6ff71
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|
117 |
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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118 |
|
1026
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119 |
VARDEF uint16 _redirect_console_to_client; |
543
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120 |
|
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121 |
VARDEF uint16 _network_sync_freq; |
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122 |
VARDEF uint8 _network_frame_freq; |
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123 |
|
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|
124 |
VARDEF uint32 _sync_seed_1, _sync_seed_2; |
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125 |
VARDEF uint32 _sync_frame; |
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126 |
VARDEF bool _network_first_time; |
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|
127 |
// Vars needed for the join-GUI |
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|
128 |
VARDEF NetworkJoinStatus _network_join_status; |
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|
129 |
VARDEF uint8 _network_join_waiting; |
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|
130 |
VARDEF uint16 _network_join_kbytes; |
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|
131 |
VARDEF uint16 _network_join_kbytes_total; |
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|
132 |
|
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|
133 |
VARDEF char _network_last_host[NETWORK_HOSTNAME_LENGTH]; |
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|
134 |
VARDEF short _network_last_port; |
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|
135 |
VARDEF uint32 _network_last_host_ip; |
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|
136 |
VARDEF uint8 _network_reconnect; |
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|
137 |
|
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|
138 |
VARDEF bool _network_udp_server; |
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|
139 |
VARDEF uint16 _network_udp_broadcast; |
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|
140 |
|
764
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(svn r1227) -Add: Ingame Server-list (select Internet, then Find Servers)
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|
141 |
VARDEF byte _network_lan_internet; |
68b398e2b780
(svn r1227) -Add: Ingame Server-list (select Internet, then Find Servers)
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|
142 |
|
2861
c7e2c8217fed
(svn r3409) - Change the server advertisement interval to use the frame counter instead
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|
143 |
VARDEF bool _network_need_advertise; |
c7e2c8217fed
(svn r3409) - Change the server advertisement interval to use the frame counter instead
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|
144 |
VARDEF uint32 _network_last_advertise_frame; |
764
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(svn r1227) -Add: Ingame Server-list (select Internet, then Find Servers)
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|
145 |
VARDEF uint8 _network_advertise_retries; |
668
346853c8b513
(svn r1106) -Add: [Network] Added master-server protocol and advertise to
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changeset
|
146 |
|
690
9f449a6b133e
(svn r1131) -Add: [Network] Autoclean_companies (set it with 'set autoclean_companies on/off').
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|
147 |
VARDEF bool _network_autoclean_companies; |
9f449a6b133e
(svn r1131) -Add: [Network] Autoclean_companies (set it with 'set autoclean_companies on/off').
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|
148 |
VARDEF uint8 _network_autoclean_unprotected; // Remove a company after X months |
9f449a6b133e
(svn r1131) -Add: [Network] Autoclean_companies (set it with 'set autoclean_companies on/off').
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|
149 |
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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|
150 |
|
4293
2c24234a7aec
(svn r5926) -Codechange: make _cur_year contain the full year, instead of the offset since 1920
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|
151 |
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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|
152 |
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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diff
changeset
|
153 |
|
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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|
154 |
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
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|
155 |
|
9895
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|
156 |
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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|
157 |
|
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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|
158 |
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.
Darkvater
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changeset
|
159 |
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.
Darkvater
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changeset
|
160 |
|
4038
b23bbe44d1ba
(svn r5298) Hide function declarations and remove function stubs which aren't needed in the !ENABLE_NETWORK case
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|
161 |
void ParseConnectionString(const char **player, const char **port, char *connection_string); |
b23bbe44d1ba
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|
162 |
void NetworkUpdateClientInfo(uint16 client_index); |
b23bbe44d1ba
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|
163 |
void NetworkAddServer(const char *b); |
9895
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|
164 |
void NetworkRebuildHostList(); |
4038
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|
165 |
bool NetworkChangeCompanyPassword(byte argc, char *argv[]); |
9895
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|
166 |
void NetworkPopulateCompanyInfo(); |
5034
f00ac4873c34
(svn r7076) -Codechange: Prefer includes instead of using extern. Move UpdateNetworkGameWindow
Darkvater
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|
167 |
void UpdateNetworkGameWindow(bool unselect); |
9895
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|
168 |
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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diff
changeset
|
169 |
void NetworkStartDebugLog(const char *hostname, uint16 port); |
4038
b23bbe44d1ba
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|
170 |
|
9895
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|
171 |
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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|
172 |
void NetworkUDPCloseAll(); |
9895
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|
173 |
void NetworkShutDown(); |
7bd07f43b0e3
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|
174 |
void NetworkGameLoop(); |
7bd07f43b0e3
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|
175 |
void NetworkUDPGameLoop(); |
7bd07f43b0e3
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|
176 |
bool NetworkServerStart(); |
4880
0708f34e3586
(svn r6816) -Codechange: Some coding style, variable localization, const correctness.
Darkvater
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|
177 |
bool NetworkClientConnectGame(const char *host, uint16 port); |
9895
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|
178 |
void NetworkReboot(); |
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|
179 |
void NetworkDisconnect(); |
4830
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Darkvater
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|
180 |
|
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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|
181 |
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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|
182 |
|
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|
183 |
VARDEF bool _network_server; ///< network-server is active |
0ff2a14e90be
(svn r6754) -Codechange: Remove some #idef ENABLE_NETWORK specific defines. With networking
Darkvater
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|
184 |
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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|
185 |
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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|
186 |
VARDEF bool _network_advertise; ///< is the server advertising to the master server? |
4830
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|
187 |
|
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|
188 |
#else /* ENABLE_NETWORK */ |
0ff2a14e90be
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Darkvater
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|
189 |
/* Network function stubs when networking is disabled */ |
0ff2a14e90be
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|
190 |
|
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|
191 |
static inline void NetworkStartUp() {} |
7bd07f43b0e3
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|
192 |
static inline void NetworkShutDown() {} |
4830
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|
193 |
|
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|
194 |
#define _networking 0 |
0ff2a14e90be
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Darkvater
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|
195 |
#define _network_server 0 |
0ff2a14e90be
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|
196 |
#define _network_available 0 |
5962
72d6d787d1f0
(svn r8198) -Codechange: two global variables are not needed when network is disabled.
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|
197 |
#define _network_dedicated 0 |
72d6d787d1f0
(svn r8198) -Codechange: two global variables are not needed when network is disabled.
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|
198 |
#define _network_advertise 0 |
4830
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|
199 |
|
543
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|
200 |
#endif /* ENABLE_NETWORK */ |
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|
201 |
|
5962
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(svn r8198) -Codechange: two global variables are not needed when network is disabled.
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|
202 |
/* Thss variable must always be registered! */ |
4880
0708f34e3586
(svn r6816) -Codechange: Some coding style, variable localization, const correctness.
Darkvater
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|
203 |
VARDEF PlayerID _network_playas; ///< an id to play as.. (see players.h:Players) |
211 | 204 |
|
205 |
#endif /* NETWORK_H */ |