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Location: cpp/openttd-patchpack/source/src/network/network_internal.h
r25799:67f31839e848
4.8 KiB
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Codechange: track version of network servers to prune once out-of-date
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 | /*
* 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 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.
* See docs/desync.txt for details.
*/
#ifdef DEBUG_DUMP_COMMANDS
extern bool _ddc_fastforward;
#else
#define _ddc_fastforward (false)
#endif /* DEBUG_DUMP_COMMANDS */
typedef class ServerNetworkGameSocketHandler NetworkClientSocket;
/** Status of the clients during joining. */
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,
};
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 CompanyMask _network_company_passworded;
void NetworkQueryServer(const std::string &connection_string);
void NetworkQueryLobbyServer(const std::string &connection_string);
void GetBindAddresses(NetworkAddressList *addresses, uint16 port);
struct NetworkGameList *NetworkAddServer(const std::string &connection_string, bool manually = true, bool never_expire = false);
void NetworkRebuildHostList();
void UpdateNetworkGameWindow();
/* From network_command.cpp */
/**
* Everything we need to know about a command to be able to execute it.
*/
struct CommandPacket : CommandContainer {
/** Make sure the pointer is nullptr. */
CommandPacket() : next(nullptr), company(INVALID_COMPANY), frame(0), my_cmd(false) {}
CommandPacket *next; ///< the next command packet (if in queue)
CompanyID 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);
void ShowNetworkError(StringID error_string);
void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send, const std::string &name, const std::string &str = "", int64 data = 0);
uint NetworkCalculateLag(const NetworkClientSocket *cs);
StringID GetNetworkErrorMsg(NetworkErrorCode err);
bool NetworkMakeClientNameUnique(std::string &new_name);
std::string GenerateCompanyPasswordHash(const std::string &password, const std::string &password_server_id, uint32 password_game_seed);
NetworkAddress ParseConnectionString(const std::string &connection_string, uint16 default_port);
std::string NormalizeConnectionString(const std::string &connection_string, uint16 default_port);
#endif /* NETWORK_INTERNAL_H */
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