Files @ r6273:40c57f49e2b7
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Location: cpp/openttd-patchpack/source/src/network/network_data.h

Darkvater
(svn r9082) -Codechange: [win32] Update VS2003 and VS2005 project files to use the same outpath, and build in UNICODE mode. When making a release it is probably better to make two binaries, one without UNICODE, the other with, guaranteeing full Win9x compatibility (UNICODE with MSLU also works, without it's even better).
-Remove: [os/2] Relic project file remains from watcom
/* $Id$ */

#ifndef NETWORK_DATA_H
#define NETWORK_DATA_H

// Is the network enabled?
#ifdef ENABLE_NETWORK

#include "../openttd.h"
#include "network.h"
#include "core/os_abstraction.h"
#include "core/core.h"
#include "core/config.h"
#include "core/packet.h"
#include "core/tcp.h"

#define MAX_TEXT_MSG_LEN 1024 /* long long long long sentences :-) */

// The client-info-server-index is always 1
#define NETWORK_SERVER_INDEX 1
#define NETWORK_EMPTY_INDEX 0

enum MapPacket {
	MAP_PACKET_START,
	MAP_PACKET_NORMAL,
	MAP_PACKET_END,
};

enum NetworkErrorCode {
	NETWORK_ERROR_GENERAL, // Try to use thisone 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_PLAYER_MISMATCH, // Happens in CLIENT_COMMAND
	NETWORK_ERROR_KICKED,
	NETWORK_ERROR_CHEATER,
	NETWORK_ERROR_FULL,
};

// Actions that can be used for NetworkTextMessage
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,
};

enum NetworkPasswordType {
	NETWORK_GAME_PASSWORD,
	NETWORK_COMPANY_PASSWORD,
};

enum DestType {
	DESTTYPE_BROADCAST, ///< Send message/notice to all players (All)
	DESTTYPE_TEAM,    ///< Send message/notice to everyone playing the same company (Team)
	DESTTYPE_CLIENT,    ///< Send message/notice to only a certain player (Private)
};

// following externs are instantiated at network.cpp
extern CommandPacket *_local_command_queue;

// Here we keep track of the clients
//  (and the client uses [0] for his own communication)
extern NetworkTCPSocketHandler _clients[MAX_CLIENTS];

#define DEREF_CLIENT(i) (&_clients[i])
// This returns the NetworkClientInfo from a NetworkClientState
#define DEREF_CLIENT_INFO(cs) (&_network_client_info[cs - _clients])

// 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) void NetworkPacketSend_ ## type ## _command()
#define DEF_CLIENT_SEND_COMMAND_PARAM(type) void NetworkPacketSend_ ## type ## _command
#define DEF_SERVER_RECEIVE_COMMAND(type) void NetworkPacketReceive_ ## type ## _command(NetworkTCPSocketHandler *cs, Packet *p)
#define DEF_SERVER_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command(NetworkTCPSocketHandler *cs)
#define DEF_SERVER_SEND_COMMAND_PARAM(type) void NetworkPacketSend_ ## type ## _command

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

#define FOR_ALL_CLIENTS(cs) for (cs = _clients; cs != endof(_clients) && cs->IsConnected(); cs++)
#define FOR_ALL_ACTIVE_CLIENT_INFOS(ci) for (ci = _network_client_info; ci != endof(_network_client_info); ci++) if (ci->client_index != NETWORK_EMPTY_INDEX)

void NetworkExecuteCommand(CommandPacket *cp);
void NetworkAddCommandQueue(NetworkTCPSocketHandler *cs, CommandPacket *cp);

// from network.c
void NetworkCloseClient(NetworkTCPSocketHandler *cs);
void CDECL NetworkTextMessage(NetworkAction action, uint16 color, bool self_send, const char *name, const char *str, ...);
void NetworkGetClientName(char *clientname, size_t size, const NetworkTCPSocketHandler *cs);
uint NetworkCalculateLag(const NetworkTCPSocketHandler *cs);
byte NetworkGetCurrentLanguageIndex();
NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index);
NetworkClientInfo *NetworkFindClientInfoFromIP(const char *ip);
NetworkTCPSocketHandler *NetworkFindClientStateFromIndex(uint16 client_index);
unsigned long NetworkResolveHost(const char *hostname);
char* GetNetworkErrorMsg(char* buf, NetworkErrorCode err, const char* last);

#endif /* ENABLE_NETWORK */

#endif /* NETWORK_DATA_H */