# network_internal.h

    00001 /* $Id: network_internal.h 11840 2008-01-13 21:51:53Z rubidium $ */
    00002
    00003 #ifndef NETWORK_INTERNAL_H
    00004 #define NETWORK_INTERNAL_H
    00005
    00006 #ifdef ENABLE_NETWORK
    00007
    00008 #include "../player_type.h"
    00009 #include "../economy_type.h"
    00010 #include "core/config.h"
    00011 #include "core/game.h"
    00012
    00013 // If this line is enable, every frame will have a sync test
    00014 //  this is not needed in normal games. Normal is like 1 sync in 100
    00015 //  frames. You can enable this if you have a lot of desyncs on a certain
    00016 //  game.
    00017 // Remember: both client and server have to be compiled with this
    00018 //  option enabled to make it to work. If one of the two has it disabled
    00019 //  nothing will happen.
    00020 //#define ENABLE_NETWORK_SYNC_EVERY_FRAME
    00021
    00022 // In theory sending 1 of the 2 seeds is enough to check for desyncs
    00023 //   so in theory, this next define can be left off.
    00024 //#define NETWORK_SEND_DOUBLE_SEED
    00025
    00026 // How many clients can we have? Like.. MAX_PLAYERS - 1 is the amount of
    00027 //  players that can really play.. so.. a max of 4 spectators.. gives us..
    00028 //  MAX_PLAYERS + 3
    00029 #define MAX_CLIENTS (MAX_PLAYERS + 3)
    00030
    00031
    00032 // Do not change this next line. It should _ALWAYS_ be MAX_CLIENTS + 1
    00033 #define MAX_CLIENT_INFO (MAX_CLIENTS + 1)
    00034
    00035 #define MAX_INTERFACES 9
    00036
    00037
    00038 // How many vehicle/station types we put over the network
    00039 #define NETWORK_VEHICLE_TYPES 5
    00040 #define NETWORK_STATION_TYPES 5
    00041
    00042 struct NetworkPlayerInfo {
    00043   char company_name[NETWORK_NAME_LENGTH];         // Company name
    00044   char password[NETWORK_PASSWORD_LENGTH];         // The password for the player
    00045   Year inaugurated_year;                          // What year the company started in
    00046   Money company_value;                            // The company value
    00047   Money money;                                    // The amount of money the company has
    00048   Money income;                                   // How much did the company earned last year
    00049   uint16 performance;                             // What was his performance last month?
    00050   bool use_password;                              // Is there a password
    00051   uint16 num_vehicle[NETWORK_VEHICLE_TYPES];      // How many vehicles are there of this type?
    00052   uint16 num_station[NETWORK_STATION_TYPES];      // How many stations are there of this type?
    00053   char players[NETWORK_PLAYERS_LENGTH];           // The players that control this company (Name1, name2, ..)
    00054   uint16 months_empty;                            // How many months the company is empty
    00055 };
    00056
    00057 struct NetworkClientInfo {
    00058   uint16 client_index;                            // Index of the client (same as ClientState->index)
    00059   char client_name[NETWORK_CLIENT_NAME_LENGTH];   // Name of the client
    00060   byte client_lang;                               // The language of the client
    00061   PlayerID client_playas;                         // As which player is this client playing (PlayerID)
    00062   uint32 client_ip;                               // IP-address of the client (so he can be banned)
    00063   Date join_date;                                 // Gamedate the player has joined
    00064   char unique_id[NETWORK_UNIQUE_ID_LENGTH];       // Every play sends an unique id so we can indentify him
    00065 };
    00066
    00067 enum NetworkJoinStatus {
    00068   NETWORK_JOIN_STATUS_CONNECTING,
    00069   NETWORK_JOIN_STATUS_AUTHORIZING,
    00070   NETWORK_JOIN_STATUS_WAITING,
    00071   NETWORK_JOIN_STATUS_DOWNLOADING,
    00072   NETWORK_JOIN_STATUS_PROCESSING,
    00073   NETWORK_JOIN_STATUS_REGISTERING,
    00074
    00075   NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO,
    00076 };
    00077
    00078 /* Language ids for server_lang and client_lang. Do NOT modify the order. */
    00079 enum NetworkLanguage {
    00080   NETLANG_ANY = 0,
    00081   NETLANG_ENGLISH,
    00082   NETLANG_GERMAN,
    00083   NETLANG_FRENCH,
    00084   NETLANG_BRAZILIAN,
    00085   NETLANG_BULGARIAN,
    00086   NETLANG_CHINESE,
    00087   NETLANG_CZECH,
    00088   NETLANG_DANISH,
    00089   NETLANG_DUTCH,
    00090   NETLANG_ESPERANTO,
    00091   NETLANG_FINNISH,
    00092   NETLANG_HUNGARIAN,
    00093   NETLANG_ICELANDIC,
    00094   NETLANG_ITALIAN,
    00095   NETLANG_JAPANESE,
    00096   NETLANG_KOREAN,
    00097   NETLANG_LITHUANIAN,
    00098   NETLANG_NORWEGIAN,
    00099   NETLANG_POLISH,
    00100   NETLANG_PORTUGUESE,
    00101   NETLANG_ROMANIAN,
    00102   NETLANG_RUSSIAN,
    00103   NETLANG_SLOVAK,
    00104   NETLANG_SLOVENIAN,
    00105   NETLANG_SPANISH,
    00106   NETLANG_SWEDISH,
    00107   NETLANG_TURKISH,
    00108   NETLANG_UKRAINIAN,
    00109   NETLANG_COUNT
    00110 };
    00111
    00112 VARDEF NetworkGameInfo _network_game_info;
    00113 VARDEF NetworkPlayerInfo _network_player_info[MAX_PLAYERS];
    00114 VARDEF NetworkClientInfo _network_client_info[MAX_CLIENT_INFO];
    00115
    00116 VARDEF char _network_player_name[NETWORK_CLIENT_NAME_LENGTH];
    00117 VARDEF char _network_default_ip[NETWORK_HOSTNAME_LENGTH];
    00118
    00119 VARDEF uint16 _network_own_client_index;
    00120 VARDEF char _network_unique_id[NETWORK_UNIQUE_ID_LENGTH]; // Our own unique ID
    00121
    00122 VARDEF uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode
    00123 VARDEF uint32 _frame_counter_max; // To where we may go with our clients
    00124
    00125 VARDEF uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients.
    00126
    00127 // networking settings
    00128 VARDEF uint32 _broadcast_list[MAX_INTERFACES + 1];
    00129
    00130 VARDEF uint16 _network_server_port;
    00131 /* We use bind_ip and bind_ip_host, where bind_ip_host is the readable form of
    00132     bind_ip_host, and bind_ip the numeric value, because we want a nice number
    00133     in the openttd.cfg, but we wants to use the uint32 internally.. */
    00134 VARDEF uint32 _network_server_bind_ip;
    00135 VARDEF char _network_server_bind_ip_host[NETWORK_HOSTNAME_LENGTH];
    00136 VARDEF bool _is_network_server; // Does this client wants to be a network-server?
    00137 VARDEF char _network_server_name[NETWORK_NAME_LENGTH];
    00138 VARDEF char _network_server_password[NETWORK_PASSWORD_LENGTH];
    00139 VARDEF char _network_rcon_password[NETWORK_PASSWORD_LENGTH];
    00140 VARDEF char _network_default_company_pass[NETWORK_PASSWORD_LENGTH];
    00141
    00142 VARDEF uint16 _network_max_join_time;
    00143 VARDEF bool _network_pause_on_join;
    00144
    00145 VARDEF uint16 _redirect_console_to_client;
    00146
    00147 VARDEF uint16 _network_sync_freq;
    00148 VARDEF uint8 _network_frame_freq;
    00149
    00150 VARDEF uint32 _sync_seed_1, _sync_seed_2;
    00151 VARDEF uint32 _sync_frame;
    00152 VARDEF bool _network_first_time;
    00153 // Vars needed for the join-GUI
    00154 VARDEF NetworkJoinStatus _network_join_status;
    00155 VARDEF uint8 _network_join_waiting;
    00156 VARDEF uint16 _network_join_kbytes;
    00157 VARDEF uint16 _network_join_kbytes_total;
    00158
    00159 VARDEF char _network_last_host[NETWORK_HOSTNAME_LENGTH];
    00160 VARDEF short _network_last_port;
    00161 VARDEF uint32 _network_last_host_ip;
    00162 VARDEF uint8 _network_reconnect;
    00163
    00164 VARDEF bool _network_udp_server;
    00165 VARDEF uint16 _network_udp_broadcast;
    00166
    00167 VARDEF byte _network_lan_internet;
    00168
    00169 VARDEF bool _network_need_advertise;
    00170 VARDEF uint32 _network_last_advertise_frame;
    00171 VARDEF uint8 _network_advertise_retries;
    00172
    00173 VARDEF bool _network_autoclean_companies;
    00174 VARDEF uint8 _network_autoclean_unprotected; // Remove a company after X months
    00175 VARDEF uint8 _network_autoclean_protected;   // Unprotect a company after X months
    00176
    00177 VARDEF Year _network_restart_game_year;      // If this year is reached, the server automaticly restarts
    00178 VARDEF uint8 _network_min_players;           // Minimum number of players for game to unpause
    00179
    00180 void NetworkTCPQueryServer(const char* host, unsigned short port);
    00181
    00182 byte NetworkSpectatorCount();
    00183
    00184 VARDEF char *_network_host_list[10];
    00185 VARDEF char *_network_ban_list[25];
    00186
    00187 void ParseConnectionString(const char **player, const char **port, char *connection_string);
    00188 void NetworkUpdateClientInfo(uint16 client_index);
    00189 void NetworkAddServer(const char *b);
    00190 void NetworkRebuildHostList();
    00191 bool NetworkChangeCompanyPassword(byte argc, char *argv[]);
    00192 void NetworkPopulateCompanyInfo();
    00193 void UpdateNetworkGameWindow(bool unselect);
    00194 void CheckMinPlayers();
    00195 void NetworkStartDebugLog(const char *hostname, uint16 port);
    00196
    00197 void NetworkUDPCloseAll();
    00198 void NetworkGameLoop();
    00199 void NetworkUDPGameLoop();
    00200 bool NetworkServerStart();
    00201 bool NetworkClientConnectGame(const char *host, uint16 port);
    00202 void NetworkReboot();
    00203 void NetworkDisconnect();
    00204
    00205 bool IsNetworkCompatibleVersion(const char *version);
    00206
    00207 #endif /* ENABLE_NETWORK */
    00208 #endif /* NETWORK_INTERNAL_H */