Files @ r25817:3f5c3838fe0a
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Location: cpp/openttd-patchpack/source/src/network/network_type.h

Patric Stout
Add: allow setting your server visibility to "invite-only" (#9434)

In this mode you do register to the Game Coordinator, but your
server will not show up in the public server listing. You can give
your friends the invite code of the server with which they can
join.
/*
 * 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_type.h Types used for networking. */

#ifndef NETWORK_TYPE_H
#define NETWORK_TYPE_H

#include "core/config.h"

/** How many clients can we have */
static const uint 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.
 */
static const uint MAX_CLIENT_SLOTS = 256;

/**
 * Vehicletypes in the order they are send in info packets.
 */
enum NetworkVehicleType {
	NETWORK_VEH_TRAIN = 0,
	NETWORK_VEH_LORRY,
	NETWORK_VEH_BUS,
	NETWORK_VEH_PLANE,
	NETWORK_VEH_SHIP,

	NETWORK_VEH_END
};

/**
 * Game type the server can be using.
 * Used on the network protocol to communicate with Game Coordinator.
 */
enum ServerGameType : uint8 {
	SERVER_GAME_TYPE_LOCAL = 0,
	SERVER_GAME_TYPE_PUBLIC,
	SERVER_GAME_TYPE_INVITE_ONLY,
};

/** 'Unique' identifier to be given to clients */
enum ClientID : uint32 {
	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;

/** Indices into the admin tables. */
typedef uint8 AdminIndex;

/** Maximum number of allowed admins. */
static const AdminIndex MAX_ADMINS = 16;
/** An invalid admin marker. */
static const AdminIndex INVALID_ADMIN_ID = UINT8_MAX;

/** Simple calculated statistics of a company */
struct NetworkCompanyStats {
	uint16 num_vehicle[NETWORK_VEH_END];            ///< How many vehicles are there of this type?
	uint16 num_station[NETWORK_VEH_END];            ///< 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 {
	std::string password; ///< The password for the company
	uint16 months_empty;  ///< How many months the company is empty
};

struct NetworkClientInfo;

/** The type of password we're asking for. */
enum NetworkPasswordType {
	NETWORK_GAME_PASSWORD,    ///< The password of the game.
	NETWORK_COMPANY_PASSWORD, ///< The password of the company.
};

/**
 * Destination of our chat messages.
 * @warning The values of the enum items are part of the admin network API. Only append at the end.
 */
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.
 * @warning The values of the enum items are part of the admin network API. Only append at the end.
 */
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,
	NETWORK_ACTION_KICKED,
};

/**
 * The error codes we send around in the protocols.
 * @warning The values of the enum items are part of the admin network API. Only append at the 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,
	NETWORK_ERROR_TOO_MANY_COMMANDS,
	NETWORK_ERROR_TIMEOUT_PASSWORD,
	NETWORK_ERROR_TIMEOUT_COMPUTER,
	NETWORK_ERROR_TIMEOUT_MAP,
	NETWORK_ERROR_TIMEOUT_JOIN,
	NETWORK_ERROR_INVALID_CLIENT_NAME,

	NETWORK_ERROR_END,
};

#endif /* NETWORK_TYPE_H */