diff --git a/network.h b/network.h --- a/network.h +++ b/network.h @@ -1,36 +1,175 @@ #ifndef NETWORK_H #define NETWORK_H +#include "network_core.h" + +#ifdef ENABLE_NETWORK + +// 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 NETWORK_DISCOVER_PORT 3978 +#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 + +#define NETWORK_NAME_LENGTH 80 +#define NETWORK_HOSTNAME_LENGTH 80 +#define NETWORK_REVISION_LENGTH 10 +#define NETWORK_PASSWORD_LENGTH 20 +#define NETWORK_PLAYERS_LENGTH 200 + +// 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[40]; // name of the game - char server_revision[8]; // server game version - byte server_lang; // langid - byte players_max; // max players allowed on server - byte players_on; // current count of players on server - uint16 game_date; // current date - char game_password[10]; // should fit ... 10 chars - char map_name[40]; // map which is played ["random" for a randomized map] - uint map_width; // map width / 8 - uint map_height; // map height / 8 - byte map_set; // graphical set + 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 + 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 spectators_on; // How many spectators do we have? + uint16 game_date; // Current date + uint16 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? } NetworkGameInfo; -//typedef struct NetworkGameList; +typedef struct NetworkPlayerInfo { + char company_name[NETWORK_NAME_LENGTH]; // Company name + char password[NETWORK_PASSWORD_LENGTH]; // The password for the player + byte 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? + 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, ..) +} NetworkPlayerInfo; + +typedef struct NetworkClientInfo { + uint16 client_index; // Index of the client (same as ClientState->index) + char client_name[NETWORK_NAME_LENGTH]; // Name of the client + byte client_lang; // The language of the client + byte client_playas; // As which player is this client playing + uint32 client_ip; // IP-address of the client (so he can be banned) + uint16 join_date; // Gamedate the player has joined +} NetworkClientInfo; typedef struct NetworkGameList { - NetworkGameInfo item; + NetworkGameInfo info; uint32 ip; uint16 port; - struct NetworkGameList * _next; + bool online; // False if the server did not respond (default status) + struct NetworkGameList *next; } NetworkGameList; -enum { - NET_EVENT_SUBSIDY = 0, -}; +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_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_NAME_LENGTH]; +VARDEF char _network_default_ip[NETWORK_HOSTNAME_LENGTH]; + +VARDEF uint16 _network_own_client_index; + +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 + +// networking settings +VARDEF uint32 _network_ip_list[MAX_INTERFACES + 1]; // Network IPs +VARDEF uint16 _network_game_count; -NetworkGameInfo _network_game; -NetworkGameList * _network_game_list; +VARDEF uint16 _network_lobby_company_count; + +VARDEF uint _network_client_port; +VARDEF uint _network_server_port; +VARDEF bool _is_network_server; // Does this client wants to be a network-server? +VARDEF char _network_server_name[NETWORK_NAME_LENGTH]; + +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; + +#endif /* ENABLE_NETWORK */ + +// Those variables must always be registered! +VARDEF bool _networking; +VARDEF bool _network_available; // is network mode available? +VARDEF bool _network_server; // network-server is active +VARDEF bool _network_dedicated; // are we a dedicated server? +VARDEF byte _network_playas; // an id to play as.. void ParseConnectionString(const byte **player, const byte **port, byte *connection_string); +void NetworkUpdateClientInfo(uint16 client_index); #endif /* NETWORK_H */