Files @ r15899:3bbe04d427d2
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Location: cpp/openttd-patchpack/source/src/network/network_internal.h

rubidium
(svn r20593) -Fix: (rlongago, r20547): long ago the service interval was int16, after which is got converted to Date except in the order backup. Much later I copied the savegame snippets from a vehicle and applied that on the order backup. Presto, reading/writing 32 bits (of Date) into 16 bits of ancient style service interval. That would then "spoil" the name pointer and that eventually crashes OpenTTD as it's likely to be an invalid pointer.
/* $Id$ */

/*
 * This file is part of OpenTTD.
 * 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.
 * 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.
 * 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/>.
 */

/** @file network_internal.h Variables and function used internally. */

#ifndef NETWORK_INTERNAL_H
#define NETWORK_INTERNAL_H

#include "network_func.h"
#include "core/tcp_game.h"

#include "../command_type.h"

#ifdef ENABLE_NETWORK

#ifdef RANDOM_DEBUG
/**
 * 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
#endif /* RANDOM_DEBUG */

/**
 * Helper variable to make the dedicated server go fast until the (first) join.
 * Used to load the desync debug logs, i.e. for reproducing a desync.
 * There's basically no need to ever enable this, unless you really know what
 * you are doing, i.e. debugging a desync.
 */
#ifdef DEBUG_DUMP_COMMANDS
extern bool _ddc_fastforward;
#else
#define _ddc_fastforward (false)
#endif /* DEBUG_DUMP_COMMANDS */

enum MapPacket {
	MAP_PACKET_START,
	MAP_PACKET_NORMAL,
	MAP_PACKET_END,
};


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,
	NETWORK_JOIN_STATUS_END,
};

/** 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_AFRIKAANS,
	NETLANG_CROATIAN,
	NETLANG_CATALAN,
	NETLANG_ESTONIAN,
	NETLANG_GALICIAN,
	NETLANG_GREEK,
	NETLANG_LATVIAN,
	NETLANG_COUNT
};

extern uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode
extern uint32 _frame_counter_max; // To where we may go with our clients
extern uint32 _frame_counter;

extern uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients.

/* networking settings */
extern NetworkAddressList _broadcast_list;

extern uint32 _sync_seed_1;
#ifdef NETWORK_SEND_DOUBLE_SEED
extern uint32 _sync_seed_2;
#endif
extern uint32 _sync_frame;
extern bool _network_first_time;
/* Vars needed for the join-GUI */
extern NetworkJoinStatus _network_join_status;
extern uint8 _network_join_waiting;
extern uint32 _network_join_bytes;
extern uint32 _network_join_bytes_total;

extern uint8 _network_reconnect;

extern bool _network_udp_server;
extern uint16 _network_udp_broadcast;

extern uint8 _network_advertise_retries;

extern CompanyMask _network_company_passworded;

void NetworkTCPQueryServer(NetworkAddress address);

void GetBindAddresses(NetworkAddressList *addresses, uint16 port);
void NetworkAddServer(const char *b);
void NetworkRebuildHostList();
void UpdateNetworkGameWindow(bool unselect);

bool IsNetworkCompatibleVersion(const char *version);

/* From network_command.cpp */
/**
 * Everything we need to know about a command to be able to execute it.
 */
struct CommandPacket : CommandContainer {
	CommandPacket *next; ///< the next command packet (if in queue)
	CompanyByte company; ///< company that is executing the command
	uint32 frame;        ///< the frame in which this packet is executed
	bool my_cmd;         ///< did the command originate from "me"
};

void NetworkDistributeCommands();
void NetworkExecuteLocalCommandQueue();
void NetworkFreeLocalCommandQueue();
void NetworkSyncCommandQueue(NetworkClientSocket *cs);

/* from network.c */
NetworkRecvStatus NetworkCloseClient(NetworkClientSocket *cs, NetworkRecvStatus status);
void NetworkTextMessage(NetworkAction action, ConsoleColour colour, bool self_send, const char *name, const char *str = "", int64 data = 0);
void NetworkGetClientName(char *clientname, size_t size, const NetworkClientSocket *cs);
uint NetworkCalculateLag(const NetworkClientSocket *cs);
byte NetworkGetCurrentLanguageIndex();
NetworkClientSocket *NetworkFindClientStateFromClientID(ClientID client_id);
StringID GetNetworkErrorMsg(NetworkErrorCode err);
bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH]);

/* Macros to make life a bit more easier */
#define DEF_CLIENT_RECEIVE_COMMAND(type) NetworkRecvStatus NetworkPacketReceive_ ## type ## _command(Packet *p)
#define DEF_CLIENT_SEND_COMMAND(type) NetworkRecvStatus NetworkPacketSend_ ## type ## _command()
#define DEF_CLIENT_SEND_COMMAND_PARAM(type) NetworkRecvStatus NetworkPacketSend_ ## type ## _command
#define DEF_SERVER_RECEIVE_COMMAND(type) NetworkRecvStatus NetworkPacketReceive_ ## type ## _command(NetworkClientSocket *cs, Packet *p)
#define DEF_SERVER_SEND_COMMAND(type) NetworkRecvStatus NetworkPacketSend_ ## type ## _command(NetworkClientSocket *cs)
#define DEF_SERVER_SEND_COMMAND_PARAM(type) NetworkRecvStatus NetworkPacketSend_ ## type ## _command

#define SEND_COMMAND(type) NetworkPacketSend_ ## type ## _command
#define RECEIVE_COMMAND(type) NetworkPacketReceive_ ## type ## _command

#endif /* ENABLE_NETWORK */
#endif /* NETWORK_INTERNAL_H */