mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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173 lines
5.2 KiB
C
173 lines
5.2 KiB
C
/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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 <http://www.gnu.org/licenses/>.
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*/
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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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#include "network_func.h"
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#include "core/tcp_game.h"
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#include "../command_type.h"
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#ifdef ENABLE_NETWORK
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#ifdef RANDOM_DEBUG
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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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#endif /* RANDOM_DEBUG */
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/**
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* Helper variable to make the dedicated server go fast until the (first) join.
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* Used to load the desync debug logs, i.e. for reproducing a desync.
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* There's basically no need to ever enable this, unless you really know what
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* you are doing, i.e. debugging a desync.
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*/
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#ifdef DEBUG_DUMP_COMMANDS
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extern bool _ddc_fastforward;
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#else
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#define _ddc_fastforward (false)
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#endif /* DEBUG_DUMP_COMMANDS */
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typedef class ServerNetworkGameSocketHandler NetworkClientSocket;
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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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NETWORK_JOIN_STATUS_END,
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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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extern uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode
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extern uint32 _frame_counter_max; // To where we may go with our clients
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extern uint32 _frame_counter;
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extern 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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extern NetworkAddressList _broadcast_list;
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extern uint32 _sync_seed_1;
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#ifdef NETWORK_SEND_DOUBLE_SEED
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extern uint32 _sync_seed_2;
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#endif
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extern uint32 _sync_frame;
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extern bool _network_first_time;
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/* Vars needed for the join-GUI */
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extern NetworkJoinStatus _network_join_status;
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extern uint8 _network_join_waiting;
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extern uint32 _network_join_bytes;
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extern uint32 _network_join_bytes_total;
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extern uint8 _network_reconnect;
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extern bool _network_udp_server;
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extern uint16 _network_udp_broadcast;
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extern uint8 _network_advertise_retries;
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extern CompanyMask _network_company_passworded;
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void NetworkTCPQueryServer(NetworkAddress address);
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void GetBindAddresses(NetworkAddressList *addresses, uint16 port);
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void NetworkAddServer(const char *b);
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void NetworkRebuildHostList();
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void UpdateNetworkGameWindow(bool unselect);
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bool IsNetworkCompatibleVersion(const char *version);
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/* From network_command.cpp */
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/**
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* Everything we need to know about a command to be able to execute it.
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*/
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struct CommandPacket : CommandContainer {
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CommandPacket *next; ///< the next command packet (if in queue)
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CompanyByte company; ///< company that is executing the command
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uint32 frame; ///< the frame in which this packet is executed
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bool my_cmd; ///< did the command originate from "me"
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};
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void NetworkDistributeCommands();
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void NetworkExecuteLocalCommandQueue();
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void NetworkFreeLocalCommandQueue();
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void NetworkSyncCommandQueue(NetworkClientSocket *cs);
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void NetworkError(StringID error_string);
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void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send, const char *name, const char *str = "", int64 data = 0);
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uint NetworkCalculateLag(const NetworkClientSocket *cs);
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StringID GetNetworkErrorMsg(NetworkErrorCode err);
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bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH]);
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const char *GenerateCompanyPasswordHash(const char *password, const char *password_server_id, uint32 password_game_seed);
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#endif /* ENABLE_NETWORK */
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#endif /* NETWORK_INTERNAL_H */
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