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Location: cpp/openttd-patchpack/source/src/network/network.h
r7553:1f8dacb4cfbd
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(svn r11078) -Add: added 32bpp-optimized, which is almost twice as fast as 32bpp-simple (based on the work of frosch)
-Add: let 32bpp-anim use 32bpp-optimizeds, so he profits from the speed-up too
-Add: let 32bpp-anim use 32bpp-optimizeds, so he profits from the speed-up too
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#ifndef NETWORK_H
#define NETWORK_H
#define NOREV_STRING "norev000"
#ifdef ENABLE_NETWORK
#include "../player.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
/*
* Dumps all commands that are sent/received to stderr and saves every month.
* This log can become quite large over time; say in the order of two to three
* times the bandwidth used for network games.
*/
//#define DEBUG_DUMP_COMMANDS
#ifdef DEBUG_DUMP_COMMANDS
void CDECL debug_dump_commands(const char *s, ...);
#endif /* DEBUG_DUMP_COMMANDS */
// 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_NAME_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_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
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);
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?
#else /* ENABLE_NETWORK */
/* Network function stubs when networking is disabled */
static inline void NetworkStartUp() {}
static inline void NetworkShutDown() {}
#define _networking 0
#define _network_server 0
#define _network_available 0
#define _network_dedicated 0
#define _network_advertise 0
#endif /* ENABLE_NETWORK */
/* Thss variable must always be registered! */
VARDEF PlayerID _network_playas; ///< an id to play as.. (see players.h:Players)
#endif /* NETWORK_H */
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