/* $Id: network_internal.h 12971 2008-05-06 15:11:33Z rubidium $ */

/** @file network_internal.h Variables and function used internally. */

#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 */
