Files @ r659:c4726c05e825
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Location: cpp/openttd-patchpack/source/network.h

darkvater
(svn r1093) -Fix: Hopefully fixed windows revision issues once and for all. Removed globalness of _openttd_revision and put all such ifdefs into one place. If server has a revision only the same revisions can join; if the server has no revision everyone can join. I reckon this should be a server-side option to allow people to join or not to join.
#ifndef NETWORK_H
#define NETWORK_H

#include "network_core.h"

#ifdef ENABLE_NETWORK

// 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

// How many clients can we have? Like.. MAX_PLAYERS - 1 is the amount of
//  players that can really play.. so.. a max of 4 spectators.. gives us..
//  MAX_PLAYERS + 3
#define MAX_CLIENTS (MAX_PLAYERS + 3)


// Do not change this next line. It should _ALWAYS_ be MAX_CLIENTS + 1
#define MAX_CLIENT_INFO (MAX_CLIENTS + 1)

#define NETWORK_DISCOVER_PORT 3978
#define NETWORK_DEFAULT_PORT 3979

#define MAX_INTERFACES 9


// How many vehicle/station types we put over the network
#define NETWORK_VEHICLE_TYPES 5
#define NETWORK_STATION_TYPES 5

#define NETWORK_NAME_LENGTH 80
#define NETWORK_HOSTNAME_LENGTH 80
#define NETWORK_REVISION_LENGTH 10
#define NETWORK_PASSWORD_LENGTH 20
#define NETWORK_PLAYERS_LENGTH 200

// This is the struct used by both client and server
//  some fields will be empty on the client (like game_password) by default
//  and only filled with data a player enters.
typedef struct NetworkGameInfo {
	char server_name[NETWORK_NAME_LENGTH];					// Server name
	char hostname[NETWORK_HOSTNAME_LENGTH];					// Hostname of the server (if any)
	char server_revision[NETWORK_REVISION_LENGTH];	// The SVN version number the server is using (e.g.: 'r304')
																									//  It even shows a SVN version in release-version, so
																									//  it is easy to compare if a server is of the correct version
	byte server_lang;																// Language of the server (we should make a nice table for this)
	byte use_password;															// Is set to != 0 if it uses a password
	char server_password[NETWORK_PASSWORD_LENGTH];	// On the server: the game password, on the client: != "" if server has password
	byte clients_max;																// Max clients allowed on server
	byte clients_on;																// Current count of clients on server
	byte spectators_on;															// How many spectators do we have?
	uint16 game_date;																// Current date
	uint16 start_date;															// When the game started
	char map_name[NETWORK_NAME_LENGTH];							// Map which is played ["random" for a randomized map]
	uint16 map_width;																// Map width
	uint16 map_height;															// Map height
	byte map_set;																		// Graphical set
	bool dedicated;																	// Is this a dedicated server?
} NetworkGameInfo;

typedef struct NetworkPlayerInfo {
	char company_name[NETWORK_NAME_LENGTH];					// Company name
	char password[NETWORK_PASSWORD_LENGTH];					// The password for the player
	byte inaugurated_year;													// What year the company started in
	int64 company_value;														// The company value
	int64 money;																		// The amount of money the company has
	int64 income;																		// How much did the company earned last year
	uint16 performance;															// What was his performance last month?
	uint16 num_vehicle[NETWORK_VEHICLE_TYPES];			// How many vehicles are there of this type?
	uint16 num_station[NETWORK_STATION_TYPES];			// How many stations are there of this type?
	char players[NETWORK_PLAYERS_LENGTH];						// The players that control this company (Name1, name2, ..)
} NetworkPlayerInfo;

typedef struct NetworkClientInfo {
	uint16 client_index;														// Index of the client (same as ClientState->index)
	char client_name[NETWORK_NAME_LENGTH];					// Name of the client
	byte client_lang;																// The language of the client
	byte client_playas;															// As which player is this client playing
	uint32 client_ip;																// IP-address of the client (so he can be banned)
	uint16 join_date;																// Gamedate the player has joined
	char unique_id[NETWORK_NAME_LENGTH];						// Every play sends an unique id so we can indentify him
} NetworkClientInfo;

typedef struct NetworkGameList {
	NetworkGameInfo info;
	uint32 ip;
	uint16 port;
	bool online;																		// False if the server did not respond (default status)
	struct NetworkGameList *next;
} NetworkGameList;

typedef enum {
	NETWORK_JOIN_STATUS_CONNECTING,
	NETWORK_JOIN_STATUS_AUTHORIZING,
	NETWORK_JOIN_STATUS_WAITING,
	NETWORK_JOIN_STATUS_DOWNLOADING,
	NETWORK_JOIN_STATUS_PROCESSING,

	NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO,
} NetworkJoinStatus;

// language ids for server_lang and client_lang
typedef enum {
	NETLANG_ANY = 0,
	NETLANG_ENGLISH = 1,
	NETLANG_GERMAN = 2,
	NETLANG_FRENCH = 3,
} NetworkLanguage;

VARDEF NetworkGameList *_network_game_list;

VARDEF NetworkGameInfo _network_game_info;
VARDEF NetworkPlayerInfo _network_player_info[MAX_PLAYERS];
VARDEF NetworkClientInfo _network_client_info[MAX_CLIENT_INFO];

VARDEF char _network_player_name[NETWORK_NAME_LENGTH];
VARDEF char _network_default_ip[NETWORK_HOSTNAME_LENGTH];

VARDEF uint16 _network_own_client_index;
VARDEF char _network_unique_id[NETWORK_NAME_LENGTH]; // Our own unique ID

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

// networking settings
VARDEF uint32 _network_ip_list[MAX_INTERFACES + 1]; // Network IPs
VARDEF uint16 _network_game_count;

VARDEF uint16 _network_lobby_company_count;

VARDEF uint _network_server_port;
/* We use bind_ip and bind_ip_host, where bind_ip_host is the readable form of
    bind_ip_host, and bind_ip the numeric value, because we want a nice number
    in the openttd.cfg, but we wants to use the uint32 internally.. */
VARDEF uint32 _network_server_bind_ip;
VARDEF char _network_server_bind_ip_host[NETWORK_HOSTNAME_LENGTH];
VARDEF bool _is_network_server; // Does this client wants to be a network-server?
VARDEF char _network_server_name[NETWORK_NAME_LENGTH];

VARDEF uint16 _network_sync_freq;
VARDEF uint8 _network_frame_freq;

VARDEF uint32 _sync_seed_1, _sync_seed_2;
VARDEF uint32 _sync_frame;
VARDEF bool _network_first_time;
// Vars needed for the join-GUI
VARDEF NetworkJoinStatus _network_join_status;
VARDEF uint8 _network_join_waiting;
VARDEF uint16 _network_join_kbytes;
VARDEF uint16 _network_join_kbytes_total;

VARDEF char _network_last_host[NETWORK_HOSTNAME_LENGTH];
VARDEF short _network_last_port;
VARDEF uint32 _network_last_host_ip;
VARDEF uint8 _network_reconnect;

VARDEF bool _network_udp_server;
VARDEF uint16 _network_udp_broadcast;

#endif /* ENABLE_NETWORK */

// Those variables must always be registered!
VARDEF bool _networking;
VARDEF bool _network_available;  // is network mode available?
VARDEF bool _network_server; // network-server is active
VARDEF bool _network_dedicated; // are we a dedicated server?
VARDEF byte _network_playas; // an id to play as..

void ParseConnectionString(const byte **player, const byte **port, byte *connection_string);
void NetworkUpdateClientInfo(uint16 client_index);

#endif /* NETWORK_H */