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