network/network.h
branchcustombridgeheads
changeset 5642 bfa6074e2833
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/network/network.h	Wed Jan 03 08:32:17 2007 +0000
@@ -0,0 +1,212 @@
+/* $Id$ */
+
+#ifndef NETWORK_H
+#define NETWORK_H
+
+#define NOREV_STRING "norev000"
+
+#ifdef ENABLE_NETWORK
+
+#include "../player.h"
+#include "core/config.h"
+#include "core/game.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)
+
+#define MAX_INTERFACES 9
+
+
+// How many vehicle/station types we put over the network
+#define NETWORK_VEHICLE_TYPES 5
+#define NETWORK_STATION_TYPES 5
+
+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 */