Files @ r9036:e33a0264e0c3
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Location: cpp/openttd-patchpack/source/src/network/network_internal.h

rubidium
(svn r12855) -Codechange: do not use autoptr's for testing whether certain objects can be build, but check it directly in the pool so we do not have to call destructors in the testing phase. Stations still use the autoptr though.
/* $Id$ */

#ifndef NETWORK_INTERNAL_H
#define NETWORK_INTERNAL_H

#ifdef ENABLE_NETWORK

#include "../player_type.h"
#include "../economy_type.h"
#include "core/config.h"
#include "core/game.h"

/**
 * 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


enum {
	/**
	 * 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
	 */
	MAX_CLIENTS = MAX_PLAYERS + 3,

	/** Do not change this next line. It should _ALWAYS_ be MAX_CLIENTS + 1 */
	MAX_CLIENT_INFO = MAX_CLIENTS + 1,

	/** Maximum number of internet interfaces supported. */
	MAX_INTERFACES = 9,

	/** How many vehicle/station types we put over the network */
	NETWORK_VEHICLE_TYPES = 5,
	NETWORK_STATION_TYPES = 5,
};

struct NetworkPlayerInfo {
	char company_name[NETWORK_NAME_LENGTH];         ///< Company name
	char password[NETWORK_PASSWORD_LENGTH];         ///< The password for the player
	Year inaugurated_year;                          ///< What year the company started in
	Money company_value;                            ///< The company value
	Money money;                                    ///< The amount of money the company has
	Money income;                                   ///< How much did the company earned last year
	uint16 performance;                             ///< What was his performance last month?
	bool use_password;                              ///< Is there a password
	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, ..)
	uint16 months_empty;                            ///< How many months the company is empty
};

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

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,
};

/** 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
};

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_CLIENT_NAME_LENGTH];
VARDEF char _network_default_ip[NETWORK_HOSTNAME_LENGTH];

VARDEF uint16 _network_own_client_index;
VARDEF char _network_unique_id[NETWORK_UNIQUE_ID_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

VARDEF uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients.

// networking settings
VARDEF uint32 _broadcast_list[MAX_INTERFACES + 1];

VARDEF uint16 _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 char _network_server_password[NETWORK_PASSWORD_LENGTH];
VARDEF char _network_rcon_password[NETWORK_PASSWORD_LENGTH];
VARDEF char _network_default_company_pass[NETWORK_PASSWORD_LENGTH];

VARDEF uint16 _network_max_join_time;             ///< Time a client can max take to join
VARDEF bool _network_pause_on_join;               ///< Pause the game when a client tries to join (more chance of succeeding join)

VARDEF uint16 _redirect_console_to_client;

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;

VARDEF byte _network_lan_internet;

VARDEF bool _network_need_advertise;
VARDEF uint32 _network_last_advertise_frame;
VARDEF uint8 _network_advertise_retries;

VARDEF bool _network_autoclean_companies;
VARDEF uint8 _network_autoclean_unprotected; // Remove a company after X months
VARDEF uint8 _network_autoclean_protected;   // Unprotect a company after X months

VARDEF Year _network_restart_game_year;      // If this year is reached, the server automaticly restarts
VARDEF uint8 _network_min_players;           // Minimum number of players for game to unpause

void NetworkTCPQueryServer(const char* host, unsigned short port);

byte NetworkSpectatorCount();

VARDEF char *_network_host_list[10];
VARDEF char *_network_ban_list[25];

void ParseConnectionString(const char **player, const char **port, char *connection_string);
void NetworkUpdateClientInfo(uint16 client_index);
void NetworkAddServer(const char *b);
void NetworkRebuildHostList();
bool NetworkChangeCompanyPassword(byte argc, char *argv[]);
void NetworkPopulateCompanyInfo();
void UpdateNetworkGameWindow(bool unselect);
void CheckMinPlayers();
void NetworkStartDebugLog(const char *hostname, uint16 port);

void NetworkUDPCloseAll();
void NetworkGameLoop();
void NetworkUDPGameLoop();
bool NetworkServerStart();
bool NetworkClientConnectGame(const char *host, uint16 port);
void NetworkReboot();
void NetworkDisconnect();

bool IsNetworkCompatibleVersion(const char *version);

#endif /* ENABLE_NETWORK */
#endif /* NETWORK_INTERNAL_H */