Files @ r24161:6a03a2a7db69
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Location: cpp/openttd-patchpack/source/src/network/network_internal.h

frosch
Fix: OpenGFX download link did no longer work. (#8105)
/*
 * 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,
};

/** 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 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 {
	/** 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 NetworkError(StringID error_string);
void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send, const char *name, const char *str = "", int64 data = 0);
uint NetworkCalculateLag(const NetworkClientSocket *cs);
StringID GetNetworkErrorMsg(NetworkErrorCode err);
bool NetworkFindName(char *new_name, const char *last);
const char *GenerateCompanyPasswordHash(const char *password, const char *password_server_id, uint32 password_game_seed);

#endif /* NETWORK_INTERNAL_H */