Changeset - r8276:7682b1a3406d
[Not reviewed]
master
0 7 1
rubidium - 16 years ago 2008-01-13 21:51:53
rubidium@openttd.org
(svn r11840) -Codechange: split network.h so not everything in there needs to be included when wanting to know whether we are a server.
8 files changed with 232 insertions and 208 deletions:
0 comments (0 inline, 0 general)
src/network/network.cpp
Show inline comments
 
@@ -3,8 +3,6 @@
 
#include "../stdafx.h"
 
#include "network_data.h"
 

	
 
extern const char _openttd_revision[];
 

	
 
#ifdef ENABLE_NETWORK
 

	
 
#include "../openttd.h"
 
@@ -40,6 +38,10 @@ extern const char _openttd_revision[];
 
#include "table/strings.h"
 

	
 
bool _network_reload_cfg;
 
bool _network_server;     ///< network-server is active
 
bool _network_available;  ///< is network mode available?
 
bool _network_dedicated;  ///< are we a dedicated server?
 
bool _network_advertise;  ///< is the server advertising to the master server?
 

	
 
/* Check whether NETWORK_NUM_LANDSCAPES is still in sync with NUM_LANDSCAPE */
 
assert_compile((int)NETWORK_NUM_LANDSCAPES == (int)NUM_LANDSCAPE);
 
@@ -1202,8 +1204,7 @@ static void NetworkHandleLocalQueue()
 
		if (_frame_counter > cp->frame) {
 
			// If we reach here, it means for whatever reason, we've already executed
 
			// past the command we need to execute.
 
			DEBUG(net, 0, "Trying to execute a packet in the past!");
 
			assert(0);
 
			error("[net] Trying to execute a packet in the past!");
 
		}
 

	
 
		// We can execute this command
 
@@ -1469,3 +1470,6 @@ bool IsNetworkCompatibleVersion(const ch
 
}
 

	
 
#endif /* ENABLE_NETWORK */
 

	
 
/* NOTE: this variable needs to be always available */
 
PlayerID _network_playas;
src/network/network.h
Show inline comments
 
@@ -3,214 +3,18 @@
 
#ifndef NETWORK_H
 
#define NETWORK_H
 

	
 
#include "../player_type.h"
 

	
 
#ifdef ENABLE_NETWORK
 

	
 
#include "../player_type.h"
 
#include "../economy_type.h"
 
#include "core/config.h"
 
#include "core/game.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)
 

	
 
#define MAX_INTERFACES 9
 

	
 

	
 
// How many vehicle/station types we put over the network
 
#define NETWORK_VEHICLE_TYPES 5
 
#define NETWORK_STATION_TYPES 5
 

	
 
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
 
	Money company_value;                            // The company value
 
	Money money;                                    // The amount of money the company has
 
	Money income;                                   // How much did the company earned last year
 
	uint16 performance;                             // What was his performance last month?
 
	bool use_password;                              // Is there 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
 
};
 

	
 
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
 
	PlayerID 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_UNIQUE_ID_LENGTH];       // Every play sends an unique id so we can indentify him
 
};
 

	
 
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_COUNT
 
};
 

	
 
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_UNIQUE_ID_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 char _network_default_company_pass[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
 

	
 
void NetworkTCPQueryServer(const char* host, unsigned short port);
 

	
 
byte NetworkSpectatorCount();
 

	
 
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();
 
bool NetworkChangeCompanyPassword(byte argc, char *argv[]);
 
void NetworkPopulateCompanyInfo();
 
void UpdateNetworkGameWindow(bool unselect);
 
void CheckMinPlayers();
 
void NetworkStartDebugLog(const char *hostname, uint16 port);
 

	
 
void NetworkStartUp();
 
void NetworkUDPCloseAll();
 
void NetworkShutDown();
 
void NetworkGameLoop();
 
void NetworkUDPGameLoop();
 
bool NetworkServerStart();
 
bool NetworkClientConnectGame(const char *host, uint16 port);
 
void NetworkReboot();
 
void NetworkDisconnect();
 

	
 
bool IsNetworkCompatibleVersion(const char *version);
 

	
 
extern bool _networking;         ///< are we in networking mode?
 
VARDEF bool _network_server;     ///< network-server is active
 
VARDEF bool _network_available;  ///< is network mode available?
 
VARDEF bool _network_dedicated;  ///< are we a dedicated server?
 
VARDEF bool _network_advertise;  ///< is the server advertising to the master server?
 
extern bool _network_server;     ///< network-server is active
 
extern bool _network_available;  ///< is network mode available?
 
extern bool _network_dedicated;  ///< are we a dedicated server?
 
extern bool _network_advertise;  ///< is the server advertising to the master server?
 
extern bool _network_reload_cfg; ///< will we reload the entire config for the next game?
 

	
 
#else /* ENABLE_NETWORK */
 
@@ -227,7 +31,10 @@ static inline void NetworkShutDown() {}
 

	
 
#endif /* ENABLE_NETWORK */
 

	
 
/* This variable must always be registered! */
 
VARDEF PlayerID _network_playas; ///< an id to play as.. (see players.h:Players)
 
/** What is the revision of OpenTTD. */
 
extern const char _openttd_revision[];
 

	
 
/** As which player do we play? */
 
extern PlayerID _network_playas;
 

	
 
#endif /* NETWORK_H */
src/network/network_data.h
Show inline comments
 
@@ -5,6 +5,7 @@
 

	
 
#include "../openttd.h"
 
#include "network.h"
 
#include "network_internal.h"
 

	
 
// Is the network enabled?
 
#ifdef ENABLE_NETWORK
src/network/network_internal.h
Show inline comments
 
new file 100644
 
/* $Id$ */
 

	
 
#ifndef NETWORK_INTERNAL_H
 
#define NETWORK_INTERNAL_H
 

	
 
#ifdef ENABLE_NETWORK
 

	
 
#include "../player_type.h"
 
#include "../economy_type.h"
 
#include "core/config.h"
 
#include "core/game.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)
 

	
 
#define MAX_INTERFACES 9
 

	
 

	
 
// How many vehicle/station types we put over the network
 
#define NETWORK_VEHICLE_TYPES 5
 
#define NETWORK_STATION_TYPES 5
 

	
 
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
 
	Money company_value;                            // The company value
 
	Money money;                                    // The amount of money the company has
 
	Money income;                                   // How much did the company earned last year
 
	uint16 performance;                             // What was his performance last month?
 
	bool use_password;                              // Is there 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
 
};
 

	
 
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
 
	PlayerID 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_UNIQUE_ID_LENGTH];       // Every play sends an unique id so we can indentify him
 
};
 

	
 
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_COUNT
 
};
 

	
 
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_UNIQUE_ID_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 char _network_default_company_pass[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
 

	
 
void NetworkTCPQueryServer(const char* host, unsigned short port);
 

	
 
byte NetworkSpectatorCount();
 

	
 
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();
 
bool NetworkChangeCompanyPassword(byte argc, char *argv[]);
 
void NetworkPopulateCompanyInfo();
 
void UpdateNetworkGameWindow(bool unselect);
 
void CheckMinPlayers();
 
void NetworkStartDebugLog(const char *hostname, uint16 port);
 

	
 
void NetworkUDPCloseAll();
 
void NetworkGameLoop();
 
void NetworkUDPGameLoop();
 
bool NetworkServerStart();
 
bool NetworkClientConnectGame(const char *host, uint16 port);
 
void NetworkReboot();
 
void NetworkDisconnect();
 

	
 
bool IsNetworkCompatibleVersion(const char *version);
 

	
 
#endif /* ENABLE_NETWORK */
 
#endif /* NETWORK_INTERNAL_H */
src/openttd.cpp
Show inline comments
 
@@ -37,6 +37,7 @@
 
#include "console.h"
 
#include "screenshot.h"
 
#include "network/network.h"
 
#include "network/network_internal.h"
 
#include "signs.h"
 
#include "depot.h"
 
#include "waypoint.h"
src/players.cpp
Show inline comments
 
@@ -13,6 +13,7 @@
 
#include "saveload.h"
 
#include "command_func.h"
 
#include "network/network.h"
 
#include "network/network_internal.h"
 
#include "variables.h"
 
#include "engine.h"
 
#include "ai/ai.h"
src/settings.cpp
Show inline comments
 
@@ -25,6 +25,7 @@
 
#include "screenshot.h"
 
#include "variables.h"
 
#include "network/network.h"
 
#include "network/network_internal.h"
 
#include "settings_internal.h"
 
#include "command_func.h"
 
#include "console.h"
src/video/dedicated_v.cpp
Show inline comments
 
@@ -8,6 +8,7 @@
 
#include "../debug.h"
 
#include "../gfx_func.h"
 
#include "../network/network.h"
 
#include "../network/network_internal.h"
 
#include "../console.h"
 
#include "../variables.h"
 
#include "../genworld.h"
0 comments (0 inline, 0 general)