mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-13 07:10:57 +00:00
32db875d97
-Feature: show NewGRF compatability of network games in the Game List window; a green square if you got the same OpenTTD version and have the needed NewGRF, a red square if the version does not match and a yellow square if the version matches, but the client is missing at least one of the NewGRFs.
272 lines
12 KiB
C
272 lines
12 KiB
C
/* $Id$ */
|
|
|
|
#ifndef NETWORK_H
|
|
#define NETWORK_H
|
|
|
|
#define NOREV_STRING "norev000"
|
|
|
|
#ifdef ENABLE_NETWORK
|
|
|
|
#include "player.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
|
|
|
|
// How many clients can we have? Like.. MAX_PLAYERS - 1 is the amount of
|
|
// players that can really play.. so.. a max of 4 spectators.. gives us..
|
|
// MAX_PLAYERS + 3
|
|
#define MAX_CLIENTS (MAX_PLAYERS + 3)
|
|
|
|
|
|
// Do not change this next line. It should _ALWAYS_ be MAX_CLIENTS + 1
|
|
#define MAX_CLIENT_INFO (MAX_CLIENTS + 1)
|
|
|
|
/* Stuff for the master-server */
|
|
#define NETWORK_MASTER_SERVER_PORT 3978
|
|
#define NETWORK_MASTER_SERVER_HOST "master.openttd.org"
|
|
#define NETWORK_MASTER_SERVER_WELCOME_MESSAGE "OpenTTDRegister"
|
|
|
|
#define NETWORK_DEFAULT_PORT 3979
|
|
|
|
#define MAX_INTERFACES 9
|
|
|
|
|
|
// How many vehicle/station types we put over the network
|
|
#define NETWORK_VEHICLE_TYPES 5
|
|
#define NETWORK_STATION_TYPES 5
|
|
|
|
enum {
|
|
NETWORK_NAME_LENGTH = 80,
|
|
NETWORK_HOSTNAME_LENGTH = 80,
|
|
NETWORK_REVISION_LENGTH = 15,
|
|
NETWORK_PASSWORD_LENGTH = 20,
|
|
NETWORK_PLAYERS_LENGTH = 200,
|
|
NETWORK_CLIENT_NAME_LENGTH = 25,
|
|
NETWORK_RCONCOMMAND_LENGTH = 500,
|
|
|
|
NETWORK_GRF_NAME_LENGTH = 80, ///< Maximum length of the name of a GRF
|
|
/* Maximum number of GRFs that can be sent.
|
|
* This value is related to number of handles (files) OpenTTD can open.
|
|
* This is currently 64 and about 10 are currently used when OpenTTD loads
|
|
* without any NewGRFs. Therefore one can only load about 55 NewGRFs, so
|
|
* this is not a limit, but rather a way to easily check whether the limit
|
|
* imposed by the handle count is reached. Secondly it isn't possible to
|
|
* send much more GRF IDs + MD5sums in the PACKET_UDP_SERVER_RESPONSE, due
|
|
* to the limited size of UDP packets. */
|
|
NETWORK_MAX_GRF_COUNT = 55,
|
|
|
|
NETWORK_NUM_LANGUAGES = 4,
|
|
};
|
|
|
|
// This is the struct used by both client and server
|
|
// some fields will be empty on the client (like game_password) by default
|
|
// and only filled with data a player enters.
|
|
typedef struct NetworkGameInfo {
|
|
char server_name[NETWORK_NAME_LENGTH]; // Server name
|
|
char hostname[NETWORK_HOSTNAME_LENGTH]; // Hostname of the server (if any)
|
|
char server_revision[NETWORK_REVISION_LENGTH]; // The SVN version number the server is using (e.g.: 'r304')
|
|
// It even shows a SVN version in release-version, so
|
|
// it is easy to compare if a server is of the correct version
|
|
bool version_compatible; // Can we connect to this server or not? (based on server_revision)
|
|
bool compatible; // Can we connect to this server or not? (based on server_revision _and_ grf_match
|
|
byte server_lang; // Language of the server (we should make a nice table for this)
|
|
byte use_password; // Is set to != 0 if it uses a password
|
|
char server_password[NETWORK_PASSWORD_LENGTH]; // On the server: the game password, on the client: != "" if server has password
|
|
byte clients_max; // Max clients allowed on server
|
|
byte clients_on; // Current count of clients on server
|
|
byte companies_max; // Max companies allowed on server
|
|
byte companies_on; // How many started companies do we have (XXX - disabled for server atm, use ActivePlayerCount())
|
|
byte spectators_max; // Max spectators allowed on server
|
|
byte spectators_on; // How many spectators do we have? (XXX - disabled for server atm, use NetworkSpectatorCount())
|
|
Date game_date; // Current date
|
|
Date start_date; // When the game started
|
|
char map_name[NETWORK_NAME_LENGTH]; // Map which is played ["random" for a randomized map]
|
|
uint16 map_width; // Map width
|
|
uint16 map_height; // Map height
|
|
byte map_set; // Graphical set
|
|
bool dedicated; // Is this a dedicated server?
|
|
char rcon_password[NETWORK_PASSWORD_LENGTH]; // RCon password for the server. "" if rcon is disabled
|
|
struct GRFConfig *grfconfig; // List of NewGRF files required
|
|
} NetworkGameInfo;
|
|
|
|
typedef struct NetworkPlayerInfo {
|
|
char company_name[NETWORK_NAME_LENGTH]; // Company name
|
|
char password[NETWORK_PASSWORD_LENGTH]; // The password for the player
|
|
Year inaugurated_year; // What year the company started in
|
|
int64 company_value; // The company value
|
|
int64 money; // The amount of money the company has
|
|
int64 income; // How much did the company earned last year
|
|
uint16 performance; // What was his performance last month?
|
|
byte use_password; // 0: No password 1: There is a password
|
|
uint16 num_vehicle[NETWORK_VEHICLE_TYPES]; // How many vehicles are there of this type?
|
|
uint16 num_station[NETWORK_STATION_TYPES]; // How many stations are there of this type?
|
|
char players[NETWORK_PLAYERS_LENGTH]; // The players that control this company (Name1, name2, ..)
|
|
uint16 months_empty; // How many months the company is empty
|
|
} NetworkPlayerInfo;
|
|
|
|
typedef struct NetworkClientInfo {
|
|
uint16 client_index; // Index of the client (same as ClientState->index)
|
|
char client_name[NETWORK_CLIENT_NAME_LENGTH]; // Name of the client
|
|
byte client_lang; // The language of the client
|
|
byte client_playas; // As which player is this client playing (PlayerID)
|
|
uint32 client_ip; // IP-address of the client (so he can be banned)
|
|
Date join_date; // Gamedate the player has joined
|
|
char unique_id[NETWORK_NAME_LENGTH]; // Every play sends an unique id so we can indentify him
|
|
} NetworkClientInfo;
|
|
|
|
typedef struct NetworkGameList {
|
|
NetworkGameInfo info;
|
|
uint32 ip;
|
|
uint16 port;
|
|
bool online; // False if the server did not respond (default status)
|
|
bool manually; // True if the server was added manually
|
|
struct NetworkGameList *next;
|
|
} NetworkGameList;
|
|
|
|
typedef enum {
|
|
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,
|
|
} NetworkJoinStatus;
|
|
|
|
// language ids for server_lang and client_lang
|
|
typedef enum {
|
|
NETLANG_ANY = 0,
|
|
NETLANG_ENGLISH = 1,
|
|
NETLANG_GERMAN = 2,
|
|
NETLANG_FRENCH = 3,
|
|
} NetworkLanguage;
|
|
|
|
VARDEF NetworkGameList *_network_game_list;
|
|
|
|
VARDEF NetworkGameInfo _network_game_info;
|
|
VARDEF NetworkPlayerInfo _network_player_info[MAX_PLAYERS];
|
|
VARDEF NetworkClientInfo _network_client_info[MAX_CLIENT_INFO];
|
|
|
|
VARDEF char _network_player_name[NETWORK_CLIENT_NAME_LENGTH];
|
|
VARDEF char _network_default_ip[NETWORK_HOSTNAME_LENGTH];
|
|
|
|
VARDEF uint16 _network_own_client_index;
|
|
VARDEF char _network_unique_id[NETWORK_NAME_LENGTH]; // Our own unique ID
|
|
|
|
VARDEF uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode
|
|
VARDEF uint32 _frame_counter_max; // To where we may go with our clients
|
|
|
|
VARDEF uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients.
|
|
|
|
// networking settings
|
|
VARDEF uint32 _broadcast_list[MAX_INTERFACES + 1];
|
|
|
|
VARDEF uint16 _network_server_port;
|
|
/* We use bind_ip and bind_ip_host, where bind_ip_host is the readable form of
|
|
bind_ip_host, and bind_ip the numeric value, because we want a nice number
|
|
in the openttd.cfg, but we wants to use the uint32 internally.. */
|
|
VARDEF uint32 _network_server_bind_ip;
|
|
VARDEF char _network_server_bind_ip_host[NETWORK_HOSTNAME_LENGTH];
|
|
VARDEF bool _is_network_server; // Does this client wants to be a network-server?
|
|
VARDEF char _network_server_name[NETWORK_NAME_LENGTH];
|
|
VARDEF char _network_server_password[NETWORK_PASSWORD_LENGTH];
|
|
VARDEF char _network_rcon_password[NETWORK_PASSWORD_LENGTH];
|
|
|
|
VARDEF uint16 _network_max_join_time; ///< Time a client can max take to join
|
|
VARDEF bool _network_pause_on_join; ///< Pause the game when a client tries to join (more chance of succeeding join)
|
|
|
|
VARDEF uint16 _redirect_console_to_client;
|
|
|
|
VARDEF uint16 _network_sync_freq;
|
|
VARDEF uint8 _network_frame_freq;
|
|
|
|
VARDEF uint32 _sync_seed_1, _sync_seed_2;
|
|
VARDEF uint32 _sync_frame;
|
|
VARDEF bool _network_first_time;
|
|
// Vars needed for the join-GUI
|
|
VARDEF NetworkJoinStatus _network_join_status;
|
|
VARDEF uint8 _network_join_waiting;
|
|
VARDEF uint16 _network_join_kbytes;
|
|
VARDEF uint16 _network_join_kbytes_total;
|
|
|
|
VARDEF char _network_last_host[NETWORK_HOSTNAME_LENGTH];
|
|
VARDEF short _network_last_port;
|
|
VARDEF uint32 _network_last_host_ip;
|
|
VARDEF uint8 _network_reconnect;
|
|
|
|
VARDEF bool _network_udp_server;
|
|
VARDEF uint16 _network_udp_broadcast;
|
|
|
|
VARDEF byte _network_lan_internet;
|
|
|
|
VARDEF bool _network_need_advertise;
|
|
VARDEF uint32 _network_last_advertise_frame;
|
|
VARDEF uint8 _network_advertise_retries;
|
|
|
|
VARDEF bool _network_autoclean_companies;
|
|
VARDEF uint8 _network_autoclean_unprotected; // Remove a company after X months
|
|
VARDEF uint8 _network_autoclean_protected; // Unprotect a company after X months
|
|
|
|
VARDEF Year _network_restart_game_year; // If this year is reached, the server automaticly restarts
|
|
VARDEF uint8 _network_min_players; // Minimum number of players for game to unpause
|
|
|
|
NetworkGameList *NetworkQueryServer(const char* host, unsigned short port, bool game_info);
|
|
|
|
byte NetworkSpectatorCount(void);
|
|
|
|
VARDEF char *_network_host_list[10];
|
|
VARDEF char *_network_ban_list[25];
|
|
|
|
void ParseConnectionString(const char **player, const char **port, char *connection_string);
|
|
void NetworkUpdateClientInfo(uint16 client_index);
|
|
void NetworkAddServer(const char *b);
|
|
void NetworkRebuildHostList(void);
|
|
bool NetworkChangeCompanyPassword(byte argc, char *argv[]);
|
|
void NetworkPopulateCompanyInfo(void);
|
|
void UpdateNetworkGameWindow(bool unselect);
|
|
void CheckMinPlayers(void);
|
|
|
|
void NetworkStartUp(void);
|
|
void NetworkUDPClose(void);
|
|
void NetworkShutDown(void);
|
|
void NetworkGameLoop(void);
|
|
void NetworkUDPGameLoop(void);
|
|
bool NetworkServerStart(void);
|
|
bool NetworkClientConnectGame(const char *host, uint16 port);
|
|
void NetworkReboot(void);
|
|
void NetworkDisconnect(void);
|
|
|
|
VARDEF bool _networking; ///< are we in networking mode?
|
|
VARDEF bool _network_server; ///< network-server is active
|
|
VARDEF bool _network_available; ///< is network mode available?
|
|
|
|
#else /* ENABLE_NETWORK */
|
|
/* Network function stubs when networking is disabled */
|
|
|
|
static inline void NetworkStartUp(void) {}
|
|
static inline void NetworkShutDown(void) {}
|
|
|
|
#define _networking 0
|
|
#define _network_server 0
|
|
#define _network_available 0
|
|
|
|
#endif /* ENABLE_NETWORK */
|
|
|
|
/* These variables must always be registered! */
|
|
VARDEF bool _network_dedicated; ///< are we a dedicated server?
|
|
VARDEF bool _network_advertise; ///< is the server advertising to the master server?
|
|
VARDEF PlayerID _network_playas; ///< an id to play as.. (see players.h:Players)
|
|
|
|
#endif /* NETWORK_H */
|