network_data.h
author KUDr
Sat, 30 Dec 2006 18:25:01 +0000
branchcustombridgeheads
changeset 5609 ec38986d2c8e
parent 5339 7573f179efe8
child 5424 f09762e44457
permissions -rw-r--r--
(svn r7655) [cbh] - Fix: [YAPF] another assert (on opposite cbh when it contained choice). Now it is possible to reach choice when exiting wormhole. So the wormhole cost must be taken into consideration when starting new YAPF node.
/* $Id$ */

#ifndef NETWORK_DATA_H
#define NETWORK_DATA_H

#include "openttd.h"
#include "network.h"
#include "network_core.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 4
// What version of company info is this?
#define NETWORK_COMPANY_INFO_VERSION 4
// What version of master-server-protocol do we use?
#define NETWORK_MASTER_SERVER_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;
	PlayerID player; /// player that is executing the command
	uint32 cmd;    /// command being executed
	uint32 p1;     /// parameter p1
	uint32 p2;     /// parameter p2
	TileIndex tile; /// tile command being executed on
	char text[80];
	uint32 frame;  /// the frame in which this packet is executed
	byte callback; /// any callback function executed upon successful completion of the command
} 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_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_SERVER_BANNED,
	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,
	NETWORK_ERROR_CHEATER,
	NETWORK_ERROR_FULL,
} NetworkErrorCode;

// Actions that can be used for NetworkTextMessage
typedef enum {
	NETWORK_ACTION_JOIN,
	NETWORK_ACTION_LEAVE,
	NETWORK_ACTION_SERVER_MESSAGE,
	NETWORK_ACTION_CHAT,
	NETWORK_ACTION_CHAT_COMPANY,
	NETWORK_ACTION_CHAT_CLIENT,
	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 NetworkClientState {
	SOCKET 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 has_quit;

	Packet *packet_queue; // Packets that are awaiting delivery
	Packet *packet_recv; // Partially received packet

	CommandPacket *command_queue; // The command-queue awaiting delivery
} NetworkClientState;

// 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_SERVER_BANNED,
	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_SERVER_RCON,
	PACKET_CLIENT_RCON,
	PACKET_END // Should ALWAYS be on the end of this list!! (period)
} PacketType;

typedef enum {
	DESTTYPE_BROADCAST, ///< Send message/notice to all players (All)
	DESTTYPE_TEAM,    ///< Send message/notice to everyone playing the same company (Team)
	DESTTYPE_CLIENT,    ///< Send message/notice to only a certain player (Private)
} DestType;

CommandPacket *_local_command_queue;

SOCKET _udp_client_socket; // udp client socket
SOCKET _udp_server_socket; // udp server socket
SOCKET _udp_master_socket; // udp master socket

// Here we keep track of the clients
//  (and the client uses [0] for his own communication)
NetworkClientState _clients[MAX_CLIENTS];
#define DEREF_CLIENT(i) (&_clients[i])
// This returns the NetworkClientInfo from a NetworkClientState
#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(NetworkClientState *cs, Packet *p)
#define DEF_SERVER_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command(NetworkClientState *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 != endof(_clients) && cs->socket != INVALID_SOCKET; cs++)
#define FOR_ALL_ACTIVE_CLIENT_INFOS(ci) for (ci = _network_client_info; ci != endof(_network_client_info); ci++) if (ci->client_index != NETWORK_EMPTY_INDEX)

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, NetworkClientState *cs);

uint8 NetworkRecv_uint8(NetworkClientState *cs, Packet *packet);
uint16 NetworkRecv_uint16(NetworkClientState *cs, Packet *packet);
uint32 NetworkRecv_uint32(NetworkClientState *cs, Packet *packet);
uint64 NetworkRecv_uint64(NetworkClientState *cs, Packet *packet);
void NetworkRecv_string(NetworkClientState *cs, Packet *packet, char* buffer, size_t size);
Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status);

bool NetworkSend_Packets(NetworkClientState *cs);
void NetworkExecuteCommand(CommandPacket *cp);
void NetworkAddCommandQueue(NetworkClientState *cs, CommandPacket *cp);

// from network.c
void NetworkCloseClient(NetworkClientState *cs);
void CDECL NetworkTextMessage(NetworkAction action, uint16 color, bool self_send, const char *name, const char *str, ...);
void NetworkGetClientName(char *clientname, size_t size, const NetworkClientState *cs);
uint NetworkCalculateLag(const NetworkClientState *cs);
byte NetworkGetCurrentLanguageIndex(void);
NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index);
NetworkClientInfo *NetworkFindClientInfoFromIP(const char *ip);
NetworkClientState *NetworkFindClientStateFromIndex(uint16 client_index);
unsigned long NetworkResolveHost(const char *hostname);
char* GetNetworkErrorMsg(char* buf, NetworkErrorCode err, const char* last);

#endif /* ENABLE_NETWORK */

#endif /* NETWORK_DATA_H */