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1 /* $Id$ */ |
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2 |
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3 #ifndef NETWORK_H |
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4 #define NETWORK_H |
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5 |
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6 #define NOREV_STRING "norev000" |
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7 |
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8 #ifdef ENABLE_NETWORK |
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9 |
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10 #include "../player.h" |
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11 #include "core/config.h" |
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12 #include "core/game.h" |
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13 |
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14 // If this line is enable, every frame will have a sync test |
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15 // this is not needed in normal games. Normal is like 1 sync in 100 |
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16 // frames. You can enable this if you have a lot of desyncs on a certain |
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17 // game. |
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18 // Remember: both client and server have to be compiled with this |
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19 // option enabled to make it to work. If one of the two has it disabled |
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20 // nothing will happen. |
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21 //#define ENABLE_NETWORK_SYNC_EVERY_FRAME |
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22 |
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23 // In theory sending 1 of the 2 seeds is enough to check for desyncs |
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24 // so in theory, this next define can be left off. |
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25 //#define NETWORK_SEND_DOUBLE_SEED |
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26 |
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27 // How many clients can we have? Like.. MAX_PLAYERS - 1 is the amount of |
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28 // players that can really play.. so.. a max of 4 spectators.. gives us.. |
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29 // MAX_PLAYERS + 3 |
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30 #define MAX_CLIENTS (MAX_PLAYERS + 3) |
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31 |
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32 |
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33 // Do not change this next line. It should _ALWAYS_ be MAX_CLIENTS + 1 |
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34 #define MAX_CLIENT_INFO (MAX_CLIENTS + 1) |
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35 |
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36 #define MAX_INTERFACES 9 |
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37 |
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38 |
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39 // How many vehicle/station types we put over the network |
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40 #define NETWORK_VEHICLE_TYPES 5 |
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41 #define NETWORK_STATION_TYPES 5 |
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42 |
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43 typedef struct NetworkPlayerInfo { |
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44 char company_name[NETWORK_NAME_LENGTH]; // Company name |
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45 char password[NETWORK_PASSWORD_LENGTH]; // The password for the player |
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46 Year inaugurated_year; // What year the company started in |
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47 int64 company_value; // The company value |
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48 int64 money; // The amount of money the company has |
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49 int64 income; // How much did the company earned last year |
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50 uint16 performance; // What was his performance last month? |
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51 byte use_password; // 0: No password 1: There is a password |
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52 uint16 num_vehicle[NETWORK_VEHICLE_TYPES]; // How many vehicles are there of this type? |
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53 uint16 num_station[NETWORK_STATION_TYPES]; // How many stations are there of this type? |
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54 char players[NETWORK_PLAYERS_LENGTH]; // The players that control this company (Name1, name2, ..) |
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55 uint16 months_empty; // How many months the company is empty |
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56 } NetworkPlayerInfo; |
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57 |
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58 typedef struct NetworkClientInfo { |
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59 uint16 client_index; // Index of the client (same as ClientState->index) |
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60 char client_name[NETWORK_CLIENT_NAME_LENGTH]; // Name of the client |
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61 byte client_lang; // The language of the client |
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62 byte client_playas; // As which player is this client playing (PlayerID) |
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63 uint32 client_ip; // IP-address of the client (so he can be banned) |
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64 Date join_date; // Gamedate the player has joined |
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65 char unique_id[NETWORK_NAME_LENGTH]; // Every play sends an unique id so we can indentify him |
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66 } NetworkClientInfo; |
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67 |
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68 typedef struct NetworkGameList { |
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69 NetworkGameInfo info; |
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70 uint32 ip; |
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71 uint16 port; |
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72 bool online; // False if the server did not respond (default status) |
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73 bool manually; // True if the server was added manually |
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74 struct NetworkGameList *next; |
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75 } NetworkGameList; |
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76 |
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77 typedef enum { |
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78 NETWORK_JOIN_STATUS_CONNECTING, |
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79 NETWORK_JOIN_STATUS_AUTHORIZING, |
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80 NETWORK_JOIN_STATUS_WAITING, |
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81 NETWORK_JOIN_STATUS_DOWNLOADING, |
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82 NETWORK_JOIN_STATUS_PROCESSING, |
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83 NETWORK_JOIN_STATUS_REGISTERING, |
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84 |
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85 NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO, |
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86 } NetworkJoinStatus; |
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87 |
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88 // language ids for server_lang and client_lang |
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89 typedef enum { |
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90 NETLANG_ANY = 0, |
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91 NETLANG_ENGLISH = 1, |
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92 NETLANG_GERMAN = 2, |
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93 NETLANG_FRENCH = 3, |
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94 } NetworkLanguage; |
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95 |
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96 VARDEF NetworkGameList *_network_game_list; |
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97 |
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98 VARDEF NetworkGameInfo _network_game_info; |
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99 VARDEF NetworkPlayerInfo _network_player_info[MAX_PLAYERS]; |
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100 VARDEF NetworkClientInfo _network_client_info[MAX_CLIENT_INFO]; |
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101 |
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102 VARDEF char _network_player_name[NETWORK_CLIENT_NAME_LENGTH]; |
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103 VARDEF char _network_default_ip[NETWORK_HOSTNAME_LENGTH]; |
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104 |
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105 VARDEF uint16 _network_own_client_index; |
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106 VARDEF char _network_unique_id[NETWORK_NAME_LENGTH]; // Our own unique ID |
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107 |
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108 VARDEF uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode |
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109 VARDEF uint32 _frame_counter_max; // To where we may go with our clients |
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110 |
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111 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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112 |
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113 // networking settings |
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114 VARDEF uint32 _broadcast_list[MAX_INTERFACES + 1]; |
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115 |
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116 VARDEF uint16 _network_server_port; |
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117 /* We use bind_ip and bind_ip_host, where bind_ip_host is the readable form of |
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118 bind_ip_host, and bind_ip the numeric value, because we want a nice number |
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119 in the openttd.cfg, but we wants to use the uint32 internally.. */ |
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120 VARDEF uint32 _network_server_bind_ip; |
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121 VARDEF char _network_server_bind_ip_host[NETWORK_HOSTNAME_LENGTH]; |
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122 VARDEF bool _is_network_server; // Does this client wants to be a network-server? |
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123 VARDEF char _network_server_name[NETWORK_NAME_LENGTH]; |
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124 VARDEF char _network_server_password[NETWORK_PASSWORD_LENGTH]; |
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125 VARDEF char _network_rcon_password[NETWORK_PASSWORD_LENGTH]; |
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126 |
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127 VARDEF uint16 _network_max_join_time; ///< Time a client can max take to join |
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128 VARDEF bool _network_pause_on_join; ///< Pause the game when a client tries to join (more chance of succeeding join) |
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129 |
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130 VARDEF uint16 _redirect_console_to_client; |
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131 |
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132 VARDEF uint16 _network_sync_freq; |
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133 VARDEF uint8 _network_frame_freq; |
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134 |
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135 VARDEF uint32 _sync_seed_1, _sync_seed_2; |
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136 VARDEF uint32 _sync_frame; |
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137 VARDEF bool _network_first_time; |
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138 // Vars needed for the join-GUI |
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139 VARDEF NetworkJoinStatus _network_join_status; |
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140 VARDEF uint8 _network_join_waiting; |
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141 VARDEF uint16 _network_join_kbytes; |
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142 VARDEF uint16 _network_join_kbytes_total; |
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143 |
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144 VARDEF char _network_last_host[NETWORK_HOSTNAME_LENGTH]; |
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145 VARDEF short _network_last_port; |
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146 VARDEF uint32 _network_last_host_ip; |
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147 VARDEF uint8 _network_reconnect; |
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148 |
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149 VARDEF bool _network_udp_server; |
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150 VARDEF uint16 _network_udp_broadcast; |
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151 |
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152 VARDEF byte _network_lan_internet; |
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153 |
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154 VARDEF bool _network_need_advertise; |
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155 VARDEF uint32 _network_last_advertise_frame; |
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156 VARDEF uint8 _network_advertise_retries; |
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157 |
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158 VARDEF bool _network_autoclean_companies; |
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159 VARDEF uint8 _network_autoclean_unprotected; // Remove a company after X months |
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160 VARDEF uint8 _network_autoclean_protected; // Unprotect a company after X months |
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161 |
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162 VARDEF Year _network_restart_game_year; // If this year is reached, the server automaticly restarts |
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163 VARDEF uint8 _network_min_players; // Minimum number of players for game to unpause |
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164 |
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165 NetworkGameList *NetworkQueryServer(const char* host, unsigned short port, bool game_info); |
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166 |
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167 byte NetworkSpectatorCount(void); |
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168 |
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169 VARDEF char *_network_host_list[10]; |
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170 VARDEF char *_network_ban_list[25]; |
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171 |
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172 void ParseConnectionString(const char **player, const char **port, char *connection_string); |
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173 void NetworkUpdateClientInfo(uint16 client_index); |
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174 void NetworkAddServer(const char *b); |
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175 void NetworkRebuildHostList(void); |
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176 bool NetworkChangeCompanyPassword(byte argc, char *argv[]); |
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177 void NetworkPopulateCompanyInfo(void); |
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178 void UpdateNetworkGameWindow(bool unselect); |
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179 void CheckMinPlayers(void); |
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180 |
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181 void NetworkStartUp(void); |
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182 void NetworkUDPClose(void); |
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183 void NetworkShutDown(void); |
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184 void NetworkGameLoop(void); |
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185 void NetworkUDPGameLoop(void); |
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186 bool NetworkServerStart(void); |
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187 bool NetworkClientConnectGame(const char *host, uint16 port); |
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188 void NetworkReboot(void); |
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189 void NetworkDisconnect(void); |
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190 |
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191 VARDEF bool _networking; ///< are we in networking mode? |
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192 VARDEF bool _network_server; ///< network-server is active |
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193 VARDEF bool _network_available; ///< is network mode available? |
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194 |
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195 #else /* ENABLE_NETWORK */ |
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196 /* Network function stubs when networking is disabled */ |
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197 |
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198 static inline void NetworkStartUp(void) {} |
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199 static inline void NetworkShutDown(void) {} |
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200 |
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201 #define _networking 0 |
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202 #define _network_server 0 |
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203 #define _network_available 0 |
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204 |
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205 #endif /* ENABLE_NETWORK */ |
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206 |
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207 /* These variables must always be registered! */ |
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208 VARDEF bool _network_dedicated; ///< are we a dedicated server? |
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209 VARDEF bool _network_advertise; ///< is the server advertising to the master server? |
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210 VARDEF PlayerID _network_playas; ///< an id to play as.. (see players.h:Players) |
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211 |
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212 #endif /* NETWORK_H */ |