network_data.h
changeset 543 e3b43338096b
child 619 2a8675eeeb3f
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/network_data.h	Sat Dec 04 17:54:56 2004 +0000
@@ -0,0 +1,223 @@
+#ifndef NETWORK_DATA_H
+#define NETWORK_DATA_H
+
+#include "ttd.h"
+#include "network.h"
+
+// Is the network enabled?
+#ifdef ENABLE_NETWORK
+
+#define SEND_MTU 1460
+#define MAX_TEXT_MSG_LEN 1024 /* long long long long sentences :-) */
+
+// The client-info-server-index is always 1
+#define NETWORK_SERVER_INDEX 1
+#define NETWORK_EMPTY_INDEX 0
+
+// What version of game-info do we use?
+#define NETWORK_GAME_INFO_VERSION 1
+// What version of company info is this?
+#define NETWORK_COMPANY_INFO_VERSION 1
+
+typedef uint16 PacketSize;
+
+typedef struct Packet {
+	struct Packet *next;
+	PacketSize size;
+	PacketSize pos;
+	byte buffer[SEND_MTU];
+} Packet;
+
+typedef struct CommandPacket {
+	struct CommandPacket *next;
+	byte player;
+	uint32 cmd;
+	uint32 p1;
+	uint32 p2;
+	uint32 tile; // Always make it uint32, so it is bigmap compatible
+	uint32 dp[20]; // decode_params
+	uint32 frame; // In which frame must this packet be executed?
+	byte callback;
+} CommandPacket;
+
+typedef enum {
+	STATUS_INACTIVE,
+	STATUS_AUTH, // This means that the client is authorized
+	STATUS_MAP_WAIT, // This means that the client is put on hold because someone else is getting the map
+	STATUS_MAP,
+	STATUS_DONE_MAP,
+	STATUS_PRE_ACTIVE,
+	STATUS_ACTIVE,
+} ClientStatus;
+
+typedef enum {
+	MAP_PACKET_START,
+	MAP_PACKET_NORMAL,
+	MAP_PACKET_PATCH,
+	MAP_PACKET_END,
+} MapPacket;
+
+typedef enum {
+	NETWORK_RECV_STATUS_OKAY,
+	NETWORK_RECV_STATUS_DESYNC,
+	NETWORK_RECV_STATUS_SAVEGAME,
+	NETWORK_RECV_STATUS_CONN_LOST,
+	NETWORK_RECV_STATUS_MALFORMED_PACKET,
+	NETWORK_RECV_STATUS_SERVER_ERROR, // The server told us we made an error
+	NETWORK_RECV_STATUS_SERVER_FULL,
+	NETWORK_RECV_STATUS_CLOSE_QUERY, // Done quering the server
+} NetworkRecvStatus;
+
+typedef enum {
+	NETWORK_ERROR_GENERAL, // Try to use thisone like never
+
+	// Signals from clients
+	NETWORK_ERROR_DESYNC,
+	NETWORK_ERROR_SAVEGAME_FAILED,
+	NETWORK_ERROR_CONNECTION_LOST,
+	NETWORK_ERROR_ILLEGAL_PACKET,
+
+	// Signals from servers
+	NETWORK_ERROR_NOT_AUTHORIZED,
+	NETWORK_ERROR_NOT_EXPECTED,
+	NETWORK_ERROR_WRONG_REVISION,
+	NETWORK_ERROR_NAME_IN_USE,
+	NETWORK_ERROR_WRONG_PASSWORD,
+	NETWORK_ERROR_PLAYER_MISMATCH, // Happens in CLIENT_COMMAND
+	NETWORK_ERROR_KICKED,
+} NetworkErrorCode;
+
+// Actions that can be used for NetworkTextMessage
+typedef enum {
+	NETWORK_ACTION_JOIN_LEAVE,
+	NETWORK_ACTION_CHAT,
+	NETWORK_ACTION_CHAT_PLAYER,
+	NETWORK_ACTION_CHAT_CLIENT,
+	NETWORK_ACTION_CHAT_TO_CLIENT,
+	NETWORK_ACTION_CHAT_TO_PLAYER,
+	NETWORK_ACTION_GIVE_MONEY,
+	NETWORK_ACTION_NAME_CHANGE,
+} NetworkAction;
+
+typedef enum {
+	NETWORK_GAME_PASSWORD,
+	NETWORK_COMPANY_PASSWORD,
+} NetworkPasswordType;
+
+// To keep the clients all together
+typedef struct ClientState {
+	int socket;
+	uint16 index;
+	uint32 last_frame;
+	uint32 last_frame_server;
+	byte lag_test; // This byte is used for lag-testing the client
+
+	ClientStatus status;
+	bool writable; // is client ready to write to?
+	bool quited;
+
+	Packet *packet_queue; // Packets that are awaiting delivery
+	Packet *packet_recv; // Partially received packet
+
+	CommandPacket *command_queue; // The command-queue awaiting delivery
+} ClientState;
+
+// What packet types are there
+// WARNING: The first 3 packets can NEVER change order again
+//   it protects old clients from joining newer servers (because SERVER_ERROR
+//   is the respond to a wrong revision)
+typedef enum {
+	PACKET_SERVER_FULL,
+	PACKET_CLIENT_JOIN,
+	PACKET_SERVER_ERROR,
+	PACKET_CLIENT_COMPANY_INFO,
+	PACKET_SERVER_COMPANY_INFO,
+	PACKET_SERVER_CLIENT_INFO,
+	PACKET_SERVER_NEED_PASSWORD,
+	PACKET_CLIENT_PASSWORD,
+	PACKET_SERVER_WELCOME,
+	PACKET_CLIENT_GETMAP,
+	PACKET_SERVER_WAIT,
+	PACKET_SERVER_MAP,
+	PACKET_CLIENT_MAP_OK,
+	PACKET_SERVER_JOIN,
+	PACKET_SERVER_FRAME,
+	PACKET_SERVER_SYNC,
+	PACKET_CLIENT_ACK,
+	PACKET_CLIENT_COMMAND,
+	PACKET_SERVER_COMMAND,
+	PACKET_CLIENT_CHAT,
+	PACKET_SERVER_CHAT,
+	PACKET_CLIENT_SET_PASSWORD,
+	PACKET_CLIENT_SET_NAME,
+	PACKET_CLIENT_QUIT,
+	PACKET_CLIENT_ERROR,
+	PACKET_SERVER_QUIT,
+	PACKET_SERVER_ERROR_QUIT,
+	PACKET_SERVER_SHUTDOWN,
+	PACKET_SERVER_NEWGAME,
+	PACKET_END // Should ALWAYS be on the end of this list!! (period)
+} PacketType;
+
+typedef enum {
+	DESTTYPE_BROADCAST,
+	DESTTYPE_PLAYER,
+	DESTTYPE_CLIENT
+} DestType;
+
+CommandPacket *_local_command_queue;
+
+SOCKET _udp_client_socket; // udp client socket
+
+// Here we keep track of the clients
+//  (and the client uses [0] for his own communication)
+ClientState _clients[MAX_CLIENTS];
+#define DEREF_CLIENT(i) (&_clients[i])
+// This returns the NetworkClientInfo from a ClientState
+#define DEREF_CLIENT_INFO(cs) (&_network_client_info[cs - _clients])
+
+// Macros to make life a bit more easier
+#define DEF_CLIENT_RECEIVE_COMMAND(type) NetworkRecvStatus NetworkPacketReceive_ ## type ## _command(Packet *p)
+#define DEF_CLIENT_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command(void)
+#define DEF_CLIENT_SEND_COMMAND_PARAM(type) void NetworkPacketSend_ ## type ## _command
+#define DEF_SERVER_RECEIVE_COMMAND(type) void NetworkPacketReceive_ ## type ## _command(ClientState *cs, Packet *p)
+#define DEF_SERVER_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command(ClientState *cs)
+#define DEF_SERVER_SEND_COMMAND_PARAM(type) void NetworkPacketSend_ ## type ## _command
+
+#define SEND_COMMAND(type) NetworkPacketSend_ ## type ## _command
+#define RECEIVE_COMMAND(type) NetworkPacketReceive_ ## type ## _command
+
+#define FOR_ALL_CLIENTS(cs) for (cs = _clients; cs != &_clients[MAX_CLIENTS] && cs->socket != INVALID_SOCKET; cs++)
+
+Packet *NetworkSend_Init(PacketType type);
+void NetworkSend_uint8(Packet *packet, uint8 data);
+void NetworkSend_uint16(Packet *packet, uint16 data);
+void NetworkSend_uint32(Packet *packet, uint32 data);
+void NetworkSend_uint64(Packet *packet, uint64 data);
+void NetworkSend_string(Packet *packet, const char* data);
+void NetworkSend_Packet(Packet *packet, ClientState *cs);
+
+uint8 NetworkRecv_uint8(Packet *packet);
+uint16 NetworkRecv_uint16(Packet *packet);
+uint32 NetworkRecv_uint32(Packet *packet);
+uint64 NetworkRecv_uint64(Packet *packet);
+void NetworkRecv_string(Packet *packet, char* buffer, size_t size);
+Packet *NetworkRecv_Packet(ClientState *cs, NetworkRecvStatus *status);
+
+bool NetworkSend_Packets(ClientState *cs);
+void NetworkExecuteCommand(CommandPacket *cp);
+void NetworkAddCommandQueue(ClientState *cs, CommandPacket *cp);
+
+// from network.c
+void CloseClient(ClientState *cs);
+void NetworkTextMessage(NetworkAction action, uint16 color, const char *name, const char *str, ...);
+void NetworkGetClientName(char *clientname, size_t size, ClientState *cs);
+uint NetworkCalculateLag(const ClientState *cs);
+byte NetworkGetCurrentLanguageIndex();
+NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index);
+ClientState *NetworkFindClientStateFromIndex(uint16 client_index);
+unsigned long NetworkResolveHost(const char *hostname);
+
+#endif /* ENABLE_NETWORK */
+
+#endif // NETWORK_DATA_H