mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-19 15:25:39 +00:00
170 lines
5.1 KiB
C
170 lines
5.1 KiB
C
/* $Id$ */
|
|
|
|
/** @file network_internal.h Variables and function used internally. */
|
|
|
|
#ifndef NETWORK_INTERNAL_H
|
|
#define NETWORK_INTERNAL_H
|
|
|
|
#ifdef ENABLE_NETWORK
|
|
|
|
#include "network.h"
|
|
#include "network_func.h"
|
|
#include "network_base.h"
|
|
#include "core/os_abstraction.h"
|
|
#include "core/core.h"
|
|
#include "core/config.h"
|
|
#include "core/packet.h"
|
|
#include "core/tcp_game.h"
|
|
|
|
#include "../command_type.h"
|
|
|
|
/**
|
|
* 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
|
|
|
|
enum MapPacket {
|
|
MAP_PACKET_START,
|
|
MAP_PACKET_NORMAL,
|
|
MAP_PACKET_END,
|
|
};
|
|
|
|
|
|
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,
|
|
};
|
|
|
|
/** Language ids for server_lang and client_lang. Do NOT modify the order. */
|
|
enum NetworkLanguage {
|
|
NETLANG_ANY = 0,
|
|
NETLANG_ENGLISH,
|
|
NETLANG_GERMAN,
|
|
NETLANG_FRENCH,
|
|
NETLANG_BRAZILIAN,
|
|
NETLANG_BULGARIAN,
|
|
NETLANG_CHINESE,
|
|
NETLANG_CZECH,
|
|
NETLANG_DANISH,
|
|
NETLANG_DUTCH,
|
|
NETLANG_ESPERANTO,
|
|
NETLANG_FINNISH,
|
|
NETLANG_HUNGARIAN,
|
|
NETLANG_ICELANDIC,
|
|
NETLANG_ITALIAN,
|
|
NETLANG_JAPANESE,
|
|
NETLANG_KOREAN,
|
|
NETLANG_LITHUANIAN,
|
|
NETLANG_NORWEGIAN,
|
|
NETLANG_POLISH,
|
|
NETLANG_PORTUGUESE,
|
|
NETLANG_ROMANIAN,
|
|
NETLANG_RUSSIAN,
|
|
NETLANG_SLOVAK,
|
|
NETLANG_SLOVENIAN,
|
|
NETLANG_SPANISH,
|
|
NETLANG_SWEDISH,
|
|
NETLANG_TURKISH,
|
|
NETLANG_UKRAINIAN,
|
|
NETLANG_AFRIKAANS,
|
|
NETLANG_CROATIAN,
|
|
NETLANG_CATALAN,
|
|
NETLANG_ESTONIAN,
|
|
NETLANG_GALICIAN,
|
|
NETLANG_GREEK,
|
|
NETLANG_LATVIAN,
|
|
NETLANG_COUNT
|
|
};
|
|
|
|
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 uint32 _broadcast_list[MAX_INTERFACES + 1];
|
|
|
|
extern uint32 _network_server_bind_ip;
|
|
|
|
extern uint32 _sync_seed_1, _sync_seed_2;
|
|
extern uint32 _sync_frame;
|
|
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 uint8 _network_reconnect;
|
|
|
|
extern bool _network_udp_server;
|
|
extern uint16 _network_udp_broadcast;
|
|
|
|
extern uint8 _network_advertise_retries;
|
|
|
|
void NetworkTCPQueryServer(NetworkAddress address);
|
|
|
|
void NetworkAddServer(const char *b);
|
|
void NetworkRebuildHostList();
|
|
void UpdateNetworkGameWindow(bool unselect);
|
|
|
|
bool IsNetworkCompatibleVersion(const char *version);
|
|
|
|
/* From network_command.cpp */
|
|
/**
|
|
* Everything we need to know about a command to be able to execute it.
|
|
*/
|
|
struct CommandPacket : CommandContainer {
|
|
CommandPacket *next; ///< the next command packet (if in queue)
|
|
CompanyByte company; ///< company that is executing the command
|
|
uint32 frame; ///< the frame in which this packet is executed
|
|
bool my_cmd; ///< did the command originate from "me"
|
|
};
|
|
|
|
void NetworkAddCommandQueue(CommandPacket cp, NetworkClientSocket *cs = NULL);
|
|
void NetworkExecuteLocalCommandQueue();
|
|
void NetworkFreeLocalCommandQueue();
|
|
|
|
// from network.c
|
|
void NetworkCloseClient(NetworkClientSocket *cs);
|
|
void NetworkTextMessage(NetworkAction action, ConsoleColour color, bool self_send, const char *name, const char *str = "", int64 data = 0);
|
|
void NetworkGetClientName(char *clientname, size_t size, const NetworkClientSocket *cs);
|
|
uint NetworkCalculateLag(const NetworkClientSocket *cs);
|
|
byte NetworkGetCurrentLanguageIndex();
|
|
NetworkClientSocket *NetworkFindClientStateFromClientID(ClientID client_id);
|
|
StringID GetNetworkErrorMsg(NetworkErrorCode err);
|
|
bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH]);
|
|
|
|
// Macros to make life a bit more easier
|
|
#define DEF_CLIENT_RECEIVE_COMMAND(type) NetworkRecvStatus NetworkPacketReceive_ ## type ## _command(Packet *p)
|
|
#define DEF_CLIENT_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command()
|
|
#define DEF_CLIENT_SEND_COMMAND_PARAM(type) void NetworkPacketSend_ ## type ## _command
|
|
#define DEF_SERVER_RECEIVE_COMMAND(type) void NetworkPacketReceive_ ## type ## _command(NetworkClientSocket *cs, Packet *p)
|
|
#define DEF_SERVER_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command(NetworkClientSocket *cs)
|
|
#define DEF_SERVER_SEND_COMMAND_PARAM(type) void NetworkPacketSend_ ## type ## _command
|
|
|
|
#define SEND_COMMAND(type) NetworkPacketSend_ ## type ## _command
|
|
#define RECEIVE_COMMAND(type) NetworkPacketReceive_ ## type ## _command
|
|
|
|
#endif /* ENABLE_NETWORK */
|
|
#endif /* NETWORK_INTERNAL_H */
|