mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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eaae0bb5e7
for i in `find src -type f|grep -v 3rdparty/fmt|grep -v 3rdparty/catch2|grep -v 3rdparty/opengl|grep -v stdafx.h`; do sed 's/uint16& /uint16 \&/g;s/int8\([ >*),;[]\)/int8_t\1/g;s/int16\([ >*),;[]\)/int16_t\1/g;s/int32\([ >*),;[]\)/int32_t\1/g;s/int64\([ >*),;[]\)/int64_t\1/g;s/ uint32(/ uint32_t(/g;s/_uint8_t/_uint8/;s/Uint8_t/Uint8/;s/ft_int64_t/ft_int64/g;s/uint64$/uint64_t/;s/WChar/char32_t/g;s/char32_t char32_t/char32_t WChar/' -i $i; done
143 lines
5.6 KiB
C++
143 lines
5.6 KiB
C++
/*
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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_coordinator.h"
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#include "core/tcp_game.h"
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#include "../command_type.h"
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#include "../command_func.h"
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#include "../misc/endian_buffer.hpp"
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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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* See docs/desync.txt for details.
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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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/** Status of the clients during joining. */
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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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extern uint32_t _frame_counter_server; // The frame_counter of the server, if in network-mode
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extern uint32_t _frame_counter_max; // To where we may go with our clients
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extern uint32_t _frame_counter;
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extern uint32_t _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_t _sync_seed_1;
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#ifdef NETWORK_SEND_DOUBLE_SEED
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extern uint32_t _sync_seed_2;
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#endif
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extern uint32_t _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_t _network_join_waiting;
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extern uint32_t _network_join_bytes;
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extern uint32_t _network_join_bytes_total;
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extern ConnectionType _network_server_connection_type;
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extern std::string _network_server_invite_code;
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/* Variable available for clients. */
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extern std::string _network_server_name;
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extern uint8_t _network_reconnect;
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extern CompanyMask _network_company_passworded;
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void NetworkQueryServer(const std::string &connection_string);
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void GetBindAddresses(NetworkAddressList *addresses, uint16_t port);
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struct NetworkGameList *NetworkAddServer(const std::string &connection_string, bool manually = true, bool never_expire = false);
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void NetworkRebuildHostList();
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void UpdateNetworkGameWindow();
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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 {
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/** Make sure the pointer is nullptr. */
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CommandPacket() : next(nullptr), company(INVALID_COMPANY), frame(0), my_cmd(false) {}
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CommandPacket *next; ///< the next command packet (if in queue)
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CompanyID company; ///< company that is executing the command
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uint32_t 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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Commands cmd; ///< command being executed.
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StringID err_msg; ///< string ID of error message to use.
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CommandCallback *callback; ///< any callback function executed upon successful completion of the command.
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CommandDataBuffer data; ///< command parameters.
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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 NetworkReplaceCommandClientId(CommandPacket &cp, ClientID client_id);
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void ShowNetworkError(StringID error_string);
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void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send, const std::string &name, const std::string &str = "", int64_t data = 0, const std::string &data_str = "");
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uint NetworkCalculateLag(const NetworkClientSocket *cs);
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StringID GetNetworkErrorMsg(NetworkErrorCode err);
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bool NetworkMakeClientNameUnique(std::string &new_name);
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std::string GenerateCompanyPasswordHash(const std::string &password, const std::string &password_server_id, uint32_t password_game_seed);
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std::string_view ParseCompanyFromConnectionString(const std::string &connection_string, CompanyID *company_id);
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NetworkAddress ParseConnectionString(const std::string &connection_string, uint16_t default_port);
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std::string NormalizeConnectionString(const std::string &connection_string, uint16_t default_port);
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void ClientNetworkEmergencySave();
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#endif /* NETWORK_INTERNAL_H */
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