/*
* 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 "network_sync.h"
#include "core/tcp_coordinator.h"
#include "core/tcp_game.h"
#include "../command_type.h"
#include "../date_type.h"
#include
#include
static const uint32_t 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
#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_t _frame_counter_server; // The frame_counter of the server, if in network-mode
extern uint32_t _frame_counter_max; // To where we may go with our clients
extern uint32_t _frame_counter;
extern uint32_t _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_t _sync_seed_1;
extern uint64_t _sync_state_checksum;
extern uint32_t _sync_frame;
extern Date _last_sync_date;
extern DateFract _last_sync_date_fract;
extern uint8_t _last_sync_tick_skip_counter;
extern uint32_t _last_sync_frame_counter;
extern bool _network_first_time;
/* Vars needed for the join-GUI */
extern NetworkJoinStatus _network_join_status;
extern uint8_t _network_join_waiting;
extern uint32_t _network_join_bytes;
extern uint32_t _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_t _network_reconnect;
extern CompanyMask _network_company_passworded;
void NetworkQueryServer(const std::string &connection_string);
void GetBindAddresses(NetworkAddressList *addresses, uint16_t port);
struct NetworkGameList *NetworkAddServer(const std::string &connection_string, bool manually = true, bool never_expire = false);
void NetworkRebuildHostList();
void UpdateNetworkGameWindow();
struct NetworkGameKeys {
std::array x25519_priv_key; ///< x25519 key: private part
std::array x25519_pub_key; ///< x25519 key: public part
bool inited = false;
void Initialise();
};
struct NetworkSharedSecrets {
std::array shared_data;
~NetworkSharedSecrets();
};
/* 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_t 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_t password_game_seed);
std::vector GenerateGeneralPasswordHash(const std::string &password, const std::string &password_server_id, uint64_t 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_t default_port);
std::string NormalizeConnectionString(const std::string &connection_string, uint16_t default_port);
void ClientNetworkEmergencySave();
#endif /* NETWORK_INTERNAL_H */