/* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see . */ /** @file network_internal.h Variables and function used internally. */ #ifndef NETWORK_INTERNAL_H #define NETWORK_INTERNAL_H #include "network_func.h" #include "core/tcp_coordinator.h" #include "core/tcp_game.h" #include "../command_type.h" #include "../date_type.h" static const uint32 FIND_SERVER_EXTENDED_TOKEN = 0x2A49582A; #ifdef RANDOM_DEBUG /** * 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 #endif /* RANDOM_DEBUG */ /** * Helper variable to make the dedicated server go fast until the (first) join. * Used to load the desync debug logs, i.e. for reproducing a desync. * There's basically no need to ever enable this, unless you really know what * you are doing, i.e. debugging a desync. * See docs/desync.txt for details. */ #ifdef DEBUG_DUMP_COMMANDS extern bool _ddc_fastforward; #else #define _ddc_fastforward (false) #endif /* DEBUG_DUMP_COMMANDS */ typedef class ServerNetworkGameSocketHandler NetworkClientSocket; /** Status of the clients during joining. */ enum NetworkJoinStatus { 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, NETWORK_JOIN_STATUS_END, }; extern uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode extern uint32 _frame_counter_max; // To where we may go with our clients extern uint32 _frame_counter; extern uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients. /* networking settings */ extern NetworkAddressList _broadcast_list; extern uint32 _sync_seed_1; #ifdef NETWORK_SEND_DOUBLE_SEED extern uint32 _sync_seed_2; #endif extern uint64 _sync_state_checksum; extern uint32 _sync_frame; extern Date _last_sync_date; extern DateFract _last_sync_date_fract; extern uint8 _last_sync_tick_skip_counter; extern bool _network_first_time; /* Vars needed for the join-GUI */ extern NetworkJoinStatus _network_join_status; extern uint8 _network_join_waiting; extern uint32 _network_join_bytes; extern uint32 _network_join_bytes_total; extern ConnectionType _network_server_connection_type; extern std::string _network_server_invite_code; /* Variable available for clients. */ extern std::string _network_server_name; extern uint8 _network_reconnect; extern CompanyMask _network_company_passworded; void NetworkQueryServer(const std::string &connection_string); void GetBindAddresses(NetworkAddressList *addresses, uint16 port); struct NetworkGameList *NetworkAddServer(const std::string &connection_string, bool manually = true, bool never_expire = false); void NetworkRebuildHostList(); void UpdateNetworkGameWindow(); /* From network_command.cpp */ /** * Everything we need to know about a command to be able to execute it. */ struct CommandPacket : CommandContainer { /** Make sure the pointer is nullptr. */ CommandPacket() : next(nullptr), frame(0), client_id(INVALID_CLIENT_ID), company(INVALID_COMPANY), my_cmd(false) {} CommandPacket *next; ///< the next command packet (if in queue) uint32 frame; ///< the frame in which this packet is executed ClientID client_id; ///< originating client ID (or INVALID_CLIENT_ID if not specified) CompanyID company; ///< company that is executing the command bool my_cmd; ///< did the command originate from "me" }; void NetworkDistributeCommands(); void NetworkExecuteLocalCommandQueue(); void NetworkFreeLocalCommandQueue(); void NetworkSyncCommandQueue(NetworkClientSocket *cs); void ShowNetworkError(StringID error_string); void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send, const std::string &name, const std::string &str = "", NetworkTextMessageData data = NetworkTextMessageData(), const char *data_str = ""); uint NetworkCalculateLag(const NetworkClientSocket *cs); StringID GetNetworkErrorMsg(NetworkErrorCode err); bool NetworkMakeClientNameUnique(std::string &new_name); std::string GenerateCompanyPasswordHash(const std::string &password, const std::string &password_server_id, uint32 password_game_seed); std::string NetworkGenerateRandomKeyString(uint bytes); std::string_view ParseCompanyFromConnectionString(const std::string &connection_string, CompanyID *company_id); NetworkAddress ParseConnectionString(const std::string &connection_string, uint16 default_port); std::string NormalizeConnectionString(const std::string &connection_string, uint16 default_port); #endif /* NETWORK_INTERNAL_H */