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/* $Id$ */
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#ifndef NETWORK_DATA_H
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#define NETWORK_DATA_H
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// Is the network enabled?
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#ifdef ENABLE_NETWORK
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#include "../openttd.h"
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#include "network.h"
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#include "core/os_abstraction.h"
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#include "core/config.h"
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#include "core/packet.h"
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#define MAX_TEXT_MSG_LEN 1024 /* long long long long sentences :-) */
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// The client-info-server-index is always 1
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#define NETWORK_SERVER_INDEX 1
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#define NETWORK_EMPTY_INDEX 0
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typedef struct CommandPacket {
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struct CommandPacket *next;
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PlayerID player; /// player that is executing the command
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uint32 cmd; /// command being executed
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uint32 p1; /// parameter p1
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uint32 p2; /// parameter p2
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TileIndex tile; /// tile command being executed on
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char text[80];
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uint32 frame; /// the frame in which this packet is executed
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byte callback; /// any callback function executed upon successful completion of the command
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} CommandPacket;
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typedef enum {
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STATUS_INACTIVE,
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STATUS_AUTH, // This means that the client is authorized
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STATUS_MAP_WAIT, // This means that the client is put on hold because someone else is getting the map
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STATUS_MAP,
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STATUS_DONE_MAP,
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STATUS_PRE_ACTIVE,
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STATUS_ACTIVE,
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} ClientStatus;
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typedef enum {
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MAP_PACKET_START,
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MAP_PACKET_NORMAL,
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MAP_PACKET_END,
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} MapPacket;
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typedef enum {
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NETWORK_RECV_STATUS_OKAY,
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NETWORK_RECV_STATUS_DESYNC,
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NETWORK_RECV_STATUS_SAVEGAME,
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NETWORK_RECV_STATUS_CONN_LOST,
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NETWORK_RECV_STATUS_MALFORMED_PACKET,
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NETWORK_RECV_STATUS_SERVER_ERROR, // The server told us we made an error
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NETWORK_RECV_STATUS_SERVER_FULL,
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NETWORK_RECV_STATUS_SERVER_BANNED,
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NETWORK_RECV_STATUS_CLOSE_QUERY, // Done quering the server
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} NetworkRecvStatus;
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typedef enum {
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NETWORK_ERROR_GENERAL, // Try to use thisone like never
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// Signals from clients
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NETWORK_ERROR_DESYNC,
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NETWORK_ERROR_SAVEGAME_FAILED,
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NETWORK_ERROR_CONNECTION_LOST,
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NETWORK_ERROR_ILLEGAL_PACKET,
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// Signals from servers
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NETWORK_ERROR_NOT_AUTHORIZED,
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NETWORK_ERROR_NOT_EXPECTED,
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NETWORK_ERROR_WRONG_REVISION,
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NETWORK_ERROR_NAME_IN_USE,
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NETWORK_ERROR_WRONG_PASSWORD,
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NETWORK_ERROR_PLAYER_MISMATCH, // Happens in CLIENT_COMMAND
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NETWORK_ERROR_KICKED,
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NETWORK_ERROR_CHEATER,
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NETWORK_ERROR_FULL,
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} NetworkErrorCode;
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// Actions that can be used for NetworkTextMessage
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typedef enum {
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NETWORK_ACTION_JOIN,
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NETWORK_ACTION_LEAVE,
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NETWORK_ACTION_SERVER_MESSAGE,
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NETWORK_ACTION_CHAT,
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NETWORK_ACTION_CHAT_COMPANY,
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NETWORK_ACTION_CHAT_CLIENT,
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NETWORK_ACTION_GIVE_MONEY,
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NETWORK_ACTION_NAME_CHANGE,
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} NetworkAction;
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typedef enum {
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NETWORK_GAME_PASSWORD,
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NETWORK_COMPANY_PASSWORD,
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} NetworkPasswordType;
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// To keep the clients all together
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struct NetworkClientState { // Typedeffed in network_core/packet.h
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SOCKET socket;
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uint16 index;
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uint32 last_frame;
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uint32 last_frame_server;
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byte lag_test; // This byte is used for lag-testing the client
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ClientStatus status;
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bool writable; // is client ready to write to?
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bool has_quit;
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Packet *packet_queue; // Packets that are awaiting delivery
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Packet *packet_recv; // Partially received packet
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CommandPacket *command_queue; // The command-queue awaiting delivery
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};
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typedef enum {
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DESTTYPE_BROADCAST, ///< Send message/notice to all players (All)
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DESTTYPE_TEAM, ///< Send message/notice to everyone playing the same company (Team)
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DESTTYPE_CLIENT, ///< Send message/notice to only a certain player (Private)
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} DestType;
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CommandPacket *_local_command_queue;
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SOCKET _udp_client_socket; // udp client socket
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SOCKET _udp_server_socket; // udp server socket
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SOCKET _udp_master_socket; // udp master socket
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// Here we keep track of the clients
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// (and the client uses [0] for his own communication)
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NetworkClientState _clients[MAX_CLIENTS];
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#define DEREF_CLIENT(i) (&_clients[i])
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// This returns the NetworkClientInfo from a NetworkClientState
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#define DEREF_CLIENT_INFO(cs) (&_network_client_info[cs - _clients])
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// Macros to make life a bit more easier
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#define DEF_CLIENT_RECEIVE_COMMAND(type) NetworkRecvStatus NetworkPacketReceive_ ## type ## _command(Packet *p)
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#define DEF_CLIENT_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command(void)
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#define DEF_CLIENT_SEND_COMMAND_PARAM(type) void NetworkPacketSend_ ## type ## _command
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#define DEF_SERVER_RECEIVE_COMMAND(type) void NetworkPacketReceive_ ## type ## _command(NetworkClientState *cs, Packet *p)
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#define DEF_SERVER_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command(NetworkClientState *cs)
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#define DEF_SERVER_SEND_COMMAND_PARAM(type) void NetworkPacketSend_ ## type ## _command
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#define SEND_COMMAND(type) NetworkPacketSend_ ## type ## _command
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#define RECEIVE_COMMAND(type) NetworkPacketReceive_ ## type ## _command
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#define FOR_ALL_CLIENTS(cs) for (cs = _clients; cs != endof(_clients) && cs->socket != INVALID_SOCKET; cs++)
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#define FOR_ALL_ACTIVE_CLIENT_INFOS(ci) for (ci = _network_client_info; ci != endof(_network_client_info); ci++) if (ci->client_index != NETWORK_EMPTY_INDEX)
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void NetworkExecuteCommand(CommandPacket *cp);
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void NetworkAddCommandQueue(NetworkClientState *cs, CommandPacket *cp);
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// from network.c
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void NetworkCloseClient(NetworkClientState *cs);
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void CDECL NetworkTextMessage(NetworkAction action, uint16 color, bool self_send, const char *name, const char *str, ...);
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void NetworkGetClientName(char *clientname, size_t size, const NetworkClientState *cs);
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uint NetworkCalculateLag(const NetworkClientState *cs);
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byte NetworkGetCurrentLanguageIndex(void);
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NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index);
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NetworkClientInfo *NetworkFindClientInfoFromIP(const char *ip);
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NetworkClientState *NetworkFindClientStateFromIndex(uint16 client_index);
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unsigned long NetworkResolveHost(const char *hostname);
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char* GetNetworkErrorMsg(char* buf, NetworkErrorCode err, const char* last);
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#endif /* ENABLE_NETWORK */
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#endif /* NETWORK_DATA_H */
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