Files @ r12162:c4894f5339c3
Branch filter:

Location: cpp/openttd-patchpack/source/src/network/network_func.h

rubidium
(svn r16583) -Update: the order of the language files so it's in sync with english.txt. Normally WT2 would do this, but only with activity for those languages. Now we'd like to the order to match so we can more easily spot import bugs while developing WT3.
/* $Id$ */

/** @file network_func.h Network functions used by other parts of OpenTTD. */

#ifndef NETWORK_FUNC_H
#define NETWORK_FUNC_H

#ifdef ENABLE_NETWORK

#include "core/address.h"
#include "network_type.h"
#include "../console_type.h"
#include "../gfx_type.h"
#include "../core/smallvec_type.hpp"

extern NetworkServerGameInfo _network_game_info;
extern NetworkCompanyState *_network_company_states;

extern ClientID _network_own_client_id;
extern ClientID _redirect_console_to_client;
extern bool _network_need_advertise;
extern uint32 _network_last_advertise_frame;
extern uint8 _network_reconnect;
extern StringList _network_bind_list;
extern StringList _network_host_list;
extern StringList _network_ban_list;

byte NetworkSpectatorCount();
void NetworkUpdateClientName();
bool NetworkCompanyHasClients(CompanyID company);
bool NetworkChangeCompanyPassword(byte argc, char *argv[]);
void NetworkReboot();
void NetworkDisconnect(bool blocking = false);
void NetworkGameLoop();
void NetworkUDPGameLoop();
void NetworkUDPCloseAll();
void ParseConnectionString(const char **company, const char **port, char *connection_string);
void NetworkStartDebugLog(NetworkAddress address);
void NetworkPopulateCompanyStats(NetworkCompanyStats *stats);

void NetworkUpdateClientInfo(ClientID client_id);
void NetworkClientConnectGame(NetworkAddress address, CompanyID join_as, const char *join_server_password = NULL, const char *join_company_password = NULL);
void NetworkClientRequestMove(CompanyID company, const char *pass = "");
void NetworkClientSendRcon(const char *password, const char *command);
void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data = 0);
void NetworkClientSetPassword(const char *password);
bool NetworkClientPreferTeamChat(const NetworkClientInfo *cio);
bool NetworkCompanyIsPassworded(CompanyID company_id);
bool NetworkMaxCompaniesReached();
bool NetworkMaxSpectatorsReached();
void NetworkPrintClients();

/*** Commands ran by the server ***/
void NetworkServerMonthlyLoop();
void NetworkServerYearlyLoop();
void NetworkServerChangeOwner(Owner current_owner, Owner new_owner);
void NetworkServerSendConfigUpdate();
void NetworkServerShowStatusToConsole();
bool NetworkServerStart();
void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded);
bool NetworkServerChangeClientName(ClientID client_id, const char *new_name);

NetworkClientInfo *NetworkFindClientInfoFromIndex(ClientIndex index);
NetworkClientInfo *NetworkFindClientInfoFromClientID(ClientID client_id);
NetworkClientInfo *NetworkFindClientInfoFromIP(const char *ip);
const char *GetClientIP(NetworkClientInfo *ci);

void NetworkServerDoMove(ClientID client_id, CompanyID company_id);
void NetworkServerSendRcon(ClientID client_id, ConsoleColour colour_code, const char *string);
void NetworkServerSendError(ClientID client_id, NetworkErrorCode error);
void NetworkServerSendChat(NetworkAction action, DestType type, int dest, const char *msg, ClientID from_id, int64 data = 0);

void NetworkServerKickClient(ClientID client_id);
void NetworkServerBanIP(const char *banip);

void NetworkInitChatMessage();
void CDECL NetworkAddChatMessage(TextColour colour, uint8 duration, const char *message, ...) WARN_FORMAT(3, 4);
void NetworkUndrawChatMessage();
void NetworkChatMessageDailyLoop();

#endif /* ENABLE_NETWORK */
#endif /* NETWORK_FUNC_H */