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Location: cpp/openttd-patchpack/source/src/network/network_type.h - annotation
r12760:308cf6c9a8ac
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(svn r17239) -Change [FS#2802]: allow overbuilding the front tile of a roadstation / roaddepot with road
to be consistent with overbuilding the front tile of tunnels/bridges and also to make it easier for AIs to
connect roadstations and roaddepots to the road in front of it
to be consistent with overbuilding the front tile of tunnels/bridges and also to make it easier for AIs to
connect roadstations and roaddepots to the road in front of it
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/** @file network_type.h Types used for networking. */
#ifndef NETWORK_TYPE_H
#define NETWORK_TYPE_H
#ifdef ENABLE_NETWORK
#include "../company_type.h"
#include "../economy_type.h"
#include "core/config.h"
#include "core/game.h"
enum {
/** How many clients can we have */
MAX_CLIENTS = 255,
/**
* The number of slots; must be at least 1 more than MAX_CLIENTS. It must
* furthermore be less than or equal to 256 as client indices (sent over
* the network) are 8 bits. It needs 1 more for the dedicated server.
*/
MAX_CLIENT_SLOTS = 256,
/** How many vehicle/station types we put over the network */
NETWORK_VEHICLE_TYPES = 5,
NETWORK_STATION_TYPES = 5,
};
/** 'Unique' identifier to be given to clients */
enum ClientID {
INVALID_CLIENT_ID = 0, ///< Client is not part of anything
CLIENT_ID_SERVER = 1, ///< Servers always have this ID
CLIENT_ID_FIRST = 2, ///< The first client ID
};
/** Indices into the client tables */
typedef uint8 ClientIndex;
/** Simple calculated statistics of a company */
struct NetworkCompanyStats {
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?
bool ai; ///< Is this company an AI
};
/** Some state information of a company, especially for servers */
struct NetworkCompanyState {
char password[NETWORK_PASSWORD_LENGTH]; ///< The password for the company
uint16 months_empty; ///< How many months the company is empty
};
struct NetworkClientInfo;
enum NetworkPasswordType {
NETWORK_GAME_PASSWORD,
NETWORK_COMPANY_PASSWORD,
};
enum DestType {
DESTTYPE_BROADCAST, ///< Send message/notice to all clients (All)
DESTTYPE_TEAM, ///< Send message/notice to everyone playing the same company (Team)
DESTTYPE_CLIENT, ///< Send message/notice to only a certain client (Private)
};
/** Actions that can be used for NetworkTextMessage */
enum NetworkAction {
NETWORK_ACTION_JOIN,
NETWORK_ACTION_LEAVE,
NETWORK_ACTION_SERVER_MESSAGE,
NETWORK_ACTION_CHAT,
NETWORK_ACTION_CHAT_COMPANY,
NETWORK_ACTION_CHAT_CLIENT,
NETWORK_ACTION_GIVE_MONEY,
NETWORK_ACTION_NAME_CHANGE,
NETWORK_ACTION_COMPANY_SPECTATOR,
NETWORK_ACTION_COMPANY_JOIN,
NETWORK_ACTION_COMPANY_NEW,
};
/** Messages the server can give */
enum NetworkServerMessage {
NETWORK_SERVER_MESSAGE_GAME_PAUSED_PLAYERS, ///< Game paused (not enough players)
NETWORK_SERVER_MESSAGE_GAME_UNPAUSED_PLAYERS, ///< Game unpaused (enough players)
NETWORK_SERVER_MESSAGE_GAME_PAUSED_CONNECT, ///< Game paused (connecting client)
NETWORK_SERVER_MESSAGE_GAME_UNPAUSED_CONNECT, ///< Game unpaused (client connected)
NETWORK_SERVER_MESSAGE_GAME_UNPAUSED_CONNECT_FAIL, ///< Game unpaused (client failed to connect)
NETWORK_SERVER_MESSAGE_END
};
enum NetworkErrorCode {
NETWORK_ERROR_GENERAL, // Try to use this one like never
/* Signals from clients */
NETWORK_ERROR_DESYNC,
NETWORK_ERROR_SAVEGAME_FAILED,
NETWORK_ERROR_CONNECTION_LOST,
NETWORK_ERROR_ILLEGAL_PACKET,
NETWORK_ERROR_NEWGRF_MISMATCH,
/* Signals from servers */
NETWORK_ERROR_NOT_AUTHORIZED,
NETWORK_ERROR_NOT_EXPECTED,
NETWORK_ERROR_WRONG_REVISION,
NETWORK_ERROR_NAME_IN_USE,
NETWORK_ERROR_WRONG_PASSWORD,
NETWORK_ERROR_COMPANY_MISMATCH, // Happens in CLIENT_COMMAND
NETWORK_ERROR_KICKED,
NETWORK_ERROR_CHEATER,
NETWORK_ERROR_FULL,
};
#endif /* ENABLE_NETWORK */
#endif /* NETWORK_TYPE_H */
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