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/* $Id$ */
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/** @file network_internal.h Variables and function used internally. */
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#ifndef NETWORK_INTERNAL_H
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#define NETWORK_INTERNAL_H
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#ifdef ENABLE_NETWORK
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#include "../player_type.h"
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#include "../economy_type.h"
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#include "core/config.h"
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#include "core/game.h"
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/**
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* If this line is enable, every frame will have a sync test
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* this is not needed in normal games. Normal is like 1 sync in 100
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* frames. You can enable this if you have a lot of desyncs on a certain
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* game.
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* Remember: both client and server have to be compiled with this
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* option enabled to make it to work. If one of the two has it disabled
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* nothing will happen.
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*/
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//#define ENABLE_NETWORK_SYNC_EVERY_FRAME
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/**
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* In theory sending 1 of the 2 seeds is enough to check for desyncs
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* so in theory, this next define can be left off.
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*/
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//#define NETWORK_SEND_DOUBLE_SEED
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enum {
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/**
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* How many clients can we have? Like.. MAX_PLAYERS - 1 is the amount of
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* players that can really play.. so.. a max of 4 spectators.. gives us..
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* MAX_PLAYERS + 3
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*/
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MAX_CLIENTS = MAX_PLAYERS + 3,
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/** Do not change this next line. It should _ALWAYS_ be MAX_CLIENTS + 1 */
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MAX_CLIENT_INFO = MAX_CLIENTS + 1,
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/** Maximum number of internet interfaces supported. */
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MAX_INTERFACES = 9,
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/** How many vehicle/station types we put over the network */
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NETWORK_VEHICLE_TYPES = 5,
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NETWORK_STATION_TYPES = 5,
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};
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struct NetworkPlayerInfo {
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char company_name[NETWORK_NAME_LENGTH]; ///< Company name
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char password[NETWORK_PASSWORD_LENGTH]; ///< The password for the player
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Year inaugurated_year; ///< What year the company started in
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Money company_value; ///< The company value
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Money money; ///< The amount of money the company has
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Money income; ///< How much did the company earned last year
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uint16 performance; ///< What was his performance last month?
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bool use_password; ///< Is there a password
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uint16 num_vehicle[NETWORK_VEHICLE_TYPES]; ///< How many vehicles are there of this type?
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uint16 num_station[NETWORK_STATION_TYPES]; ///< How many stations are there of this type?
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char players[NETWORK_PLAYERS_LENGTH]; ///< The players that control this company (Name1, name2, ..)
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uint16 months_empty; ///< How many months the company is empty
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};
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struct NetworkClientInfo {
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uint16 client_index; ///< Index of the client (same as ClientState->index)
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char client_name[NETWORK_CLIENT_NAME_LENGTH]; ///< Name of the client
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byte client_lang; ///< The language of the client
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PlayerID client_playas; ///< As which player is this client playing (PlayerID)
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uint32 client_ip; ///< IP-address of the client (so he can be banned)
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Date join_date; ///< Gamedate the player has joined
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char unique_id[NETWORK_UNIQUE_ID_LENGTH]; ///< Every play sends an unique id so we can indentify him
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};
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enum NetworkJoinStatus {
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NETWORK_JOIN_STATUS_CONNECTING,
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NETWORK_JOIN_STATUS_AUTHORIZING,
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NETWORK_JOIN_STATUS_WAITING,
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NETWORK_JOIN_STATUS_DOWNLOADING,
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NETWORK_JOIN_STATUS_PROCESSING,
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NETWORK_JOIN_STATUS_REGISTERING,
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NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO,
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};
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/** Language ids for server_lang and client_lang. Do NOT modify the order. */
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enum NetworkLanguage {
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NETLANG_ANY = 0,
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NETLANG_ENGLISH,
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NETLANG_GERMAN,
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NETLANG_FRENCH,
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NETLANG_BRAZILIAN,
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NETLANG_BULGARIAN,
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NETLANG_CHINESE,
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NETLANG_CZECH,
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NETLANG_DANISH,
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NETLANG_DUTCH,
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NETLANG_ESPERANTO,
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NETLANG_FINNISH,
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NETLANG_HUNGARIAN,
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NETLANG_ICELANDIC,
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NETLANG_ITALIAN,
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NETLANG_JAPANESE,
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NETLANG_KOREAN,
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NETLANG_LITHUANIAN,
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NETLANG_NORWEGIAN,
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NETLANG_POLISH,
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NETLANG_PORTUGUESE,
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NETLANG_ROMANIAN,
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NETLANG_RUSSIAN,
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NETLANG_SLOVAK,
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NETLANG_SLOVENIAN,
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NETLANG_SPANISH,
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NETLANG_SWEDISH,
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NETLANG_TURKISH,
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NETLANG_UKRAINIAN,
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NETLANG_AFRIKAANS,
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NETLANG_CROATIAN,
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NETLANG_CATALAN,
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NETLANG_ESTONIAN,
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NETLANG_GALICIAN,
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NETLANG_GREEK,
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NETLANG_LATVIAN,
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NETLANG_COUNT
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};
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VARDEF NetworkGameInfo _network_game_info;
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VARDEF NetworkPlayerInfo _network_player_info[MAX_PLAYERS];
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VARDEF NetworkClientInfo _network_client_info[MAX_CLIENT_INFO];
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VARDEF uint16 _network_own_client_index;
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VARDEF uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode
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VARDEF uint32 _frame_counter_max; // To where we may go with our clients
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VARDEF uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients.
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// networking settings
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VARDEF uint32 _broadcast_list[MAX_INTERFACES + 1];
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VARDEF uint32 _network_server_bind_ip;
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VARDEF bool _is_network_server; // Does this client wants to be a network-server?
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VARDEF uint16 _redirect_console_to_client;
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VARDEF uint32 _sync_seed_1, _sync_seed_2;
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VARDEF uint32 _sync_frame;
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VARDEF bool _network_first_time;
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// Vars needed for the join-GUI
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VARDEF NetworkJoinStatus _network_join_status;
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VARDEF uint8 _network_join_waiting;
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VARDEF uint16 _network_join_kbytes;
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VARDEF uint16 _network_join_kbytes_total;
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VARDEF uint32 _network_last_host_ip;
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VARDEF uint8 _network_reconnect;
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VARDEF bool _network_udp_server;
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VARDEF uint16 _network_udp_broadcast;
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VARDEF bool _network_need_advertise;
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VARDEF uint32 _network_last_advertise_frame;
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VARDEF uint8 _network_advertise_retries;
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void NetworkTCPQueryServer(const char* host, unsigned short port);
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byte NetworkSpectatorCount();
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VARDEF char *_network_host_list[10];
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VARDEF char *_network_ban_list[25];
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void ParseConnectionString(const char **player, const char **port, char *connection_string);
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void NetworkUpdateClientInfo(uint16 client_index);
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void NetworkAddServer(const char *b);
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void NetworkRebuildHostList();
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bool NetworkChangeCompanyPassword(byte argc, char *argv[]);
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void NetworkPopulateCompanyInfo();
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void UpdateNetworkGameWindow(bool unselect);
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void CheckMinPlayers();
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void NetworkStartDebugLog(const char *hostname, uint16 port);
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void NetworkUDPCloseAll();
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void NetworkGameLoop();
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void NetworkUDPGameLoop();
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bool NetworkServerStart();
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bool NetworkClientConnectGame(const char *host, uint16 port);
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void NetworkReboot();
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void NetworkDisconnect();
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bool IsNetworkCompatibleVersion(const char *version);
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#endif /* ENABLE_NETWORK */
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#endif /* NETWORK_INTERNAL_H */
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