network.h
branchcustombridgeheads
changeset 5642 bfa6074e2833
parent 5641 d4d00a16ef26
child 5643 3778051e8095
--- a/network.h	Tue Jan 02 18:40:37 2007 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,271 +0,0 @@
-/* $Id$ */
-
-#ifndef NETWORK_H
-#define NETWORK_H
-
-#define NOREV_STRING "norev000"
-
-#ifdef ENABLE_NETWORK
-
-#include "player.h"
-
-// If this line is enable, every frame will have a sync test
-//  this is not needed in normal games. Normal is like 1 sync in 100
-//  frames. You can enable this if you have a lot of desyncs on a certain
-//  game.
-// Remember: both client and server have to be compiled with this
-//  option enabled to make it to work. If one of the two has it disabled
-//  nothing will happen.
-//#define ENABLE_NETWORK_SYNC_EVERY_FRAME
-
-// In theory sending 1 of the 2 seeds is enough to check for desyncs
-//   so in theory, this next define can be left off.
-//#define NETWORK_SEND_DOUBLE_SEED
-
-// How many clients can we have? Like.. MAX_PLAYERS - 1 is the amount of
-//  players that can really play.. so.. a max of 4 spectators.. gives us..
-//  MAX_PLAYERS + 3
-#define MAX_CLIENTS (MAX_PLAYERS + 3)
-
-
-// Do not change this next line. It should _ALWAYS_ be MAX_CLIENTS + 1
-#define MAX_CLIENT_INFO (MAX_CLIENTS + 1)
-
-/* Stuff for the master-server */
-#define NETWORK_MASTER_SERVER_PORT 3978
-#define NETWORK_MASTER_SERVER_HOST "master.openttd.org"
-#define NETWORK_MASTER_SERVER_WELCOME_MESSAGE "OpenTTDRegister"
-
-#define NETWORK_DEFAULT_PORT 3979
-
-#define MAX_INTERFACES 9
-
-
-// How many vehicle/station types we put over the network
-#define NETWORK_VEHICLE_TYPES 5
-#define NETWORK_STATION_TYPES 5
-
-enum {
-	NETWORK_NAME_LENGTH        =  80,
-	NETWORK_HOSTNAME_LENGTH    =  80,
-	NETWORK_REVISION_LENGTH    =  15,
-	NETWORK_PASSWORD_LENGTH    =  20,
-	NETWORK_PLAYERS_LENGTH     = 200,
-	NETWORK_CLIENT_NAME_LENGTH =  25,
-	NETWORK_RCONCOMMAND_LENGTH = 500,
-
-	NETWORK_GRF_NAME_LENGTH    =  80, ///< Maximum length of the name of a GRF
-	/* Maximum number of GRFs that can be sent.
-	 * This value is related to number of handles (files) OpenTTD can open.
-	 * This is currently 64 and about 10 are currently used when OpenTTD loads
-	 * without any NewGRFs. Therefore one can only load about 55 NewGRFs, so
-	 * this is not a limit, but rather a way to easily check whether the limit
-	 * imposed by the handle count is reached. Secondly it isn't possible to
-	 * send much more GRF IDs + MD5sums in the PACKET_UDP_SERVER_RESPONSE, due
-	 * to the limited size of UDP packets. */
-	NETWORK_MAX_GRF_COUNT      =  55,
-
-	NETWORK_NUM_LANGUAGES      =   4,
-};
-
-// This is the struct used by both client and server
-//  some fields will be empty on the client (like game_password) by default
-//  and only filled with data a player enters.
-typedef struct NetworkGameInfo {
-	char server_name[NETWORK_NAME_LENGTH];          // Server name
-	char hostname[NETWORK_HOSTNAME_LENGTH];         // Hostname of the server (if any)
-	char server_revision[NETWORK_REVISION_LENGTH];  // The SVN version number the server is using (e.g.: 'r304')
-	                                                //  It even shows a SVN version in release-version, so
-	                                                //  it is easy to compare if a server is of the correct version
-	bool version_compatible;                        // Can we connect to this server or not? (based on server_revision)
-	bool compatible;                                // Can we connect to this server or not? (based on server_revision _and_ grf_match
-	byte server_lang;                               // Language of the server (we should make a nice table for this)
-	byte use_password;                              // Is set to != 0 if it uses a password
-	char server_password[NETWORK_PASSWORD_LENGTH];  // On the server: the game password, on the client: != "" if server has password
-	byte clients_max;                               // Max clients allowed on server
-	byte clients_on;                                // Current count of clients on server
-	byte companies_max;                             // Max companies allowed on server
-	byte companies_on;                              // How many started companies do we have (XXX - disabled for server atm, use ActivePlayerCount())
-	byte spectators_max;                            // Max spectators allowed on server
-	byte spectators_on;                             // How many spectators do we have? (XXX - disabled for server atm, use NetworkSpectatorCount())
-	Date game_date;                                 // Current date
-	Date start_date;                                // When the game started
-	char map_name[NETWORK_NAME_LENGTH];             // Map which is played ["random" for a randomized map]
-	uint16 map_width;                               // Map width
-	uint16 map_height;                              // Map height
-	byte map_set;                                   // Graphical set
-	bool dedicated;                                 // Is this a dedicated server?
-	char rcon_password[NETWORK_PASSWORD_LENGTH];    // RCon password for the server. "" if rcon is disabled
-	struct GRFConfig *grfconfig;                    // List of NewGRF files required
-} NetworkGameInfo;
-
-typedef struct NetworkPlayerInfo {
-	char company_name[NETWORK_NAME_LENGTH];         // Company name
-	char password[NETWORK_PASSWORD_LENGTH];         // The password for the player
-	Year inaugurated_year;                          // What year the company started in
-	int64 company_value;                            // The company value
-	int64 money;                                    // The amount of money the company has
-	int64 income;                                   // How much did the company earned last year
-	uint16 performance;                             // What was his performance last month?
-	byte use_password;                              // 0: No password 1: There is a password
-	uint16 num_vehicle[NETWORK_VEHICLE_TYPES];      // How many vehicles are there of this type?
-	uint16 num_station[NETWORK_STATION_TYPES];      // How many stations are there of this type?
-	char players[NETWORK_PLAYERS_LENGTH];           // The players that control this company (Name1, name2, ..)
-	uint16 months_empty;                            // How many months the company is empty
-} NetworkPlayerInfo;
-
-typedef struct NetworkClientInfo {
-	uint16 client_index;                            // Index of the client (same as ClientState->index)
-	char client_name[NETWORK_CLIENT_NAME_LENGTH];   // Name of the client
-	byte client_lang;                               // The language of the client
-	byte client_playas;                             // As which player is this client playing (PlayerID)
-	uint32 client_ip;                               // IP-address of the client (so he can be banned)
-	Date join_date;                                 // Gamedate the player has joined
-	char unique_id[NETWORK_NAME_LENGTH];            // Every play sends an unique id so we can indentify him
-} NetworkClientInfo;
-
-typedef struct NetworkGameList {
-	NetworkGameInfo info;
-	uint32 ip;
-	uint16 port;
-	bool online;                                    // False if the server did not respond (default status)
-	bool manually;                                  // True if the server was added manually
-	struct NetworkGameList *next;
-} NetworkGameList;
-
-typedef enum {
-	NETWORK_JOIN_STATUS_CONNECTING,
-	NETWORK_JOIN_STATUS_AUTHORIZING,
-	NETWORK_JOIN_STATUS_WAITING,
-	NETWORK_JOIN_STATUS_DOWNLOADING,
-	NETWORK_JOIN_STATUS_PROCESSING,
-	NETWORK_JOIN_STATUS_REGISTERING,
-
-	NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO,
-} NetworkJoinStatus;
-
-// language ids for server_lang and client_lang
-typedef enum {
-	NETLANG_ANY     = 0,
-	NETLANG_ENGLISH = 1,
-	NETLANG_GERMAN  = 2,
-	NETLANG_FRENCH  = 3,
-} NetworkLanguage;
-
-VARDEF NetworkGameList *_network_game_list;
-
-VARDEF NetworkGameInfo _network_game_info;
-VARDEF NetworkPlayerInfo _network_player_info[MAX_PLAYERS];
-VARDEF NetworkClientInfo _network_client_info[MAX_CLIENT_INFO];
-
-VARDEF char _network_player_name[NETWORK_CLIENT_NAME_LENGTH];
-VARDEF char _network_default_ip[NETWORK_HOSTNAME_LENGTH];
-
-VARDEF uint16 _network_own_client_index;
-VARDEF char _network_unique_id[NETWORK_NAME_LENGTH]; // Our own unique ID
-
-VARDEF uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode
-VARDEF uint32 _frame_counter_max; // To where we may go with our clients
-
-VARDEF uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients.
-
-// networking settings
-VARDEF uint32 _broadcast_list[MAX_INTERFACES + 1];
-
-VARDEF uint16 _network_server_port;
-/* We use bind_ip and bind_ip_host, where bind_ip_host is the readable form of
-    bind_ip_host, and bind_ip the numeric value, because we want a nice number
-    in the openttd.cfg, but we wants to use the uint32 internally.. */
-VARDEF uint32 _network_server_bind_ip;
-VARDEF char _network_server_bind_ip_host[NETWORK_HOSTNAME_LENGTH];
-VARDEF bool _is_network_server; // Does this client wants to be a network-server?
-VARDEF char _network_server_name[NETWORK_NAME_LENGTH];
-VARDEF char _network_server_password[NETWORK_PASSWORD_LENGTH];
-VARDEF char _network_rcon_password[NETWORK_PASSWORD_LENGTH];
-
-VARDEF uint16 _network_max_join_time;             ///< Time a client can max take to join
-VARDEF bool _network_pause_on_join;               ///< Pause the game when a client tries to join (more chance of succeeding join)
-
-VARDEF uint16 _redirect_console_to_client;
-
-VARDEF uint16 _network_sync_freq;
-VARDEF uint8 _network_frame_freq;
-
-VARDEF uint32 _sync_seed_1, _sync_seed_2;
-VARDEF uint32 _sync_frame;
-VARDEF bool _network_first_time;
-// Vars needed for the join-GUI
-VARDEF NetworkJoinStatus _network_join_status;
-VARDEF uint8 _network_join_waiting;
-VARDEF uint16 _network_join_kbytes;
-VARDEF uint16 _network_join_kbytes_total;
-
-VARDEF char _network_last_host[NETWORK_HOSTNAME_LENGTH];
-VARDEF short _network_last_port;
-VARDEF uint32 _network_last_host_ip;
-VARDEF uint8 _network_reconnect;
-
-VARDEF bool _network_udp_server;
-VARDEF uint16 _network_udp_broadcast;
-
-VARDEF byte _network_lan_internet;
-
-VARDEF bool _network_need_advertise;
-VARDEF uint32 _network_last_advertise_frame;
-VARDEF uint8 _network_advertise_retries;
-
-VARDEF bool _network_autoclean_companies;
-VARDEF uint8 _network_autoclean_unprotected; // Remove a company after X months
-VARDEF uint8 _network_autoclean_protected;   // Unprotect a company after X months
-
-VARDEF Year _network_restart_game_year;      // If this year is reached, the server automaticly restarts
-VARDEF uint8 _network_min_players;           // Minimum number of players for game to unpause
-
-NetworkGameList *NetworkQueryServer(const char* host, unsigned short port, bool game_info);
-
-byte NetworkSpectatorCount(void);
-
-VARDEF char *_network_host_list[10];
-VARDEF char *_network_ban_list[25];
-
-void ParseConnectionString(const char **player, const char **port, char *connection_string);
-void NetworkUpdateClientInfo(uint16 client_index);
-void NetworkAddServer(const char *b);
-void NetworkRebuildHostList(void);
-bool NetworkChangeCompanyPassword(byte argc, char *argv[]);
-void NetworkPopulateCompanyInfo(void);
-void UpdateNetworkGameWindow(bool unselect);
-void CheckMinPlayers(void);
-
-void NetworkStartUp(void);
-void NetworkUDPClose(void);
-void NetworkShutDown(void);
-void NetworkGameLoop(void);
-void NetworkUDPGameLoop(void);
-bool NetworkServerStart(void);
-bool NetworkClientConnectGame(const char *host, uint16 port);
-void NetworkReboot(void);
-void NetworkDisconnect(void);
-
-VARDEF bool _networking;         ///< are we in networking mode?
-VARDEF bool _network_server;     ///< network-server is active
-VARDEF bool _network_available;  ///< is network mode available?
-
-#else /* ENABLE_NETWORK */
-/* Network function stubs when networking is disabled */
-
-static inline void NetworkStartUp(void) {}
-static inline void NetworkShutDown(void) {}
-
-#define _networking 0
-#define _network_server 0
-#define _network_available 0
-
-#endif /* ENABLE_NETWORK */
-
-/* These variables must always be registered! */
-VARDEF bool _network_dedicated;  ///< are we a dedicated server?
-VARDEF bool _network_advertise;  ///< is the server advertising to the master server?
-VARDEF PlayerID _network_playas; ///< an id to play as.. (see players.h:Players)
-
-#endif /* NETWORK_H */