/* $Id$ */ #ifndef NETWORK_DATA_H #define NETWORK_DATA_H // Is the network enabled? #ifdef ENABLE_NETWORK #include "../openttd.h" #include "network.h" #include "core/os_abstraction.h" #include "core/config.h" #include "core/packet.h" #define MAX_TEXT_MSG_LEN 1024 /* long long long long sentences :-) */ // The client-info-server-index is always 1 #define NETWORK_SERVER_INDEX 1 #define NETWORK_EMPTY_INDEX 0 typedef struct CommandPacket { struct CommandPacket *next; PlayerID player; /// player that is executing the command uint32 cmd; /// command being executed uint32 p1; /// parameter p1 uint32 p2; /// parameter p2 TileIndex tile; /// tile command being executed on char text[80]; uint32 frame; /// the frame in which this packet is executed byte callback; /// any callback function executed upon successful completion of the command } CommandPacket; typedef enum { STATUS_INACTIVE, STATUS_AUTH, // This means that the client is authorized STATUS_MAP_WAIT, // This means that the client is put on hold because someone else is getting the map STATUS_MAP, STATUS_DONE_MAP, STATUS_PRE_ACTIVE, STATUS_ACTIVE, } ClientStatus; typedef enum { MAP_PACKET_START, MAP_PACKET_NORMAL, MAP_PACKET_END, } MapPacket; typedef enum { NETWORK_RECV_STATUS_OKAY, NETWORK_RECV_STATUS_DESYNC, NETWORK_RECV_STATUS_SAVEGAME, NETWORK_RECV_STATUS_CONN_LOST, NETWORK_RECV_STATUS_MALFORMED_PACKET, NETWORK_RECV_STATUS_SERVER_ERROR, // The server told us we made an error NETWORK_RECV_STATUS_SERVER_FULL, NETWORK_RECV_STATUS_SERVER_BANNED, NETWORK_RECV_STATUS_CLOSE_QUERY, // Done quering the server } NetworkRecvStatus; typedef enum { NETWORK_ERROR_GENERAL, // Try to use thisone like never // Signals from clients NETWORK_ERROR_DESYNC, NETWORK_ERROR_SAVEGAME_FAILED, NETWORK_ERROR_CONNECTION_LOST, NETWORK_ERROR_ILLEGAL_PACKET, // Signals from servers NETWORK_ERROR_NOT_AUTHORIZED, NETWORK_ERROR_NOT_EXPECTED, NETWORK_ERROR_WRONG_REVISION, NETWORK_ERROR_NAME_IN_USE, NETWORK_ERROR_WRONG_PASSWORD, NETWORK_ERROR_PLAYER_MISMATCH, // Happens in CLIENT_COMMAND NETWORK_ERROR_KICKED, NETWORK_ERROR_CHEATER, NETWORK_ERROR_FULL, } NetworkErrorCode; // Actions that can be used for NetworkTextMessage typedef enum { NETWORK_ACTION_JOIN, NETWORK_ACTION_LEAVE, NETWORK_ACTION_SERVER_MESSAGE, NETWORK_ACTION_CHAT, NETWORK_ACTION_CHAT_COMPANY, NETWORK_ACTION_CHAT_CLIENT, NETWORK_ACTION_GIVE_MONEY, NETWORK_ACTION_NAME_CHANGE, } NetworkAction; typedef enum { NETWORK_GAME_PASSWORD, NETWORK_COMPANY_PASSWORD, } NetworkPasswordType; // To keep the clients all together struct NetworkClientState { // Typedeffed in network_core/packet.h SOCKET socket; uint16 index; uint32 last_frame; uint32 last_frame_server; byte lag_test; // This byte is used for lag-testing the client ClientStatus status; bool writable; // is client ready to write to? bool has_quit; Packet *packet_queue; // Packets that are awaiting delivery Packet *packet_recv; // Partially received packet CommandPacket *command_queue; // The command-queue awaiting delivery }; typedef enum { DESTTYPE_BROADCAST, ///< Send message/notice to all players (All) DESTTYPE_TEAM, ///< Send message/notice to everyone playing the same company (Team) DESTTYPE_CLIENT, ///< Send message/notice to only a certain player (Private) } DestType; CommandPacket *_local_command_queue; SOCKET _udp_client_socket; // udp client socket SOCKET _udp_server_socket; // udp server socket SOCKET _udp_master_socket; // udp master socket // Here we keep track of the clients // (and the client uses [0] for his own communication) NetworkClientState _clients[MAX_CLIENTS]; #define DEREF_CLIENT(i) (&_clients[i]) // This returns the NetworkClientInfo from a NetworkClientState #define DEREF_CLIENT_INFO(cs) (&_network_client_info[cs - _clients]) // Macros to make life a bit more easier #define DEF_CLIENT_RECEIVE_COMMAND(type) NetworkRecvStatus NetworkPacketReceive_ ## type ## _command(Packet *p) #define DEF_CLIENT_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command(void) #define DEF_CLIENT_SEND_COMMAND_PARAM(type) void NetworkPacketSend_ ## type ## _command #define DEF_SERVER_RECEIVE_COMMAND(type) void NetworkPacketReceive_ ## type ## _command(NetworkClientState *cs, Packet *p) #define DEF_SERVER_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command(NetworkClientState *cs) #define DEF_SERVER_SEND_COMMAND_PARAM(type) void NetworkPacketSend_ ## type ## _command #define SEND_COMMAND(type) NetworkPacketSend_ ## type ## _command #define RECEIVE_COMMAND(type) NetworkPacketReceive_ ## type ## _command #define FOR_ALL_CLIENTS(cs) for (cs = _clients; cs != endof(_clients) && cs->socket != INVALID_SOCKET; cs++) #define FOR_ALL_ACTIVE_CLIENT_INFOS(ci) for (ci = _network_client_info; ci != endof(_network_client_info); ci++) if (ci->client_index != NETWORK_EMPTY_INDEX) void NetworkExecuteCommand(CommandPacket *cp); void NetworkAddCommandQueue(NetworkClientState *cs, CommandPacket *cp); // from network.c void NetworkCloseClient(NetworkClientState *cs); void CDECL NetworkTextMessage(NetworkAction action, uint16 color, bool self_send, const char *name, const char *str, ...); void NetworkGetClientName(char *clientname, size_t size, const NetworkClientState *cs); uint NetworkCalculateLag(const NetworkClientState *cs); byte NetworkGetCurrentLanguageIndex(void); NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index); NetworkClientInfo *NetworkFindClientInfoFromIP(const char *ip); NetworkClientState *NetworkFindClientStateFromIndex(uint16 client_index); unsigned long NetworkResolveHost(const char *hostname); char* GetNetworkErrorMsg(char* buf, NetworkErrorCode err, const char* last); #endif /* ENABLE_NETWORK */ #endif /* NETWORK_DATA_H */