OpenTTD: src/network/network_internal.h Source File

OpenTTD

- Main Page
- Related Pages
- Modules
- Namespaces
- Data Structures
- Files

- File List
- Globals

network_internal.h
Go to the documentation of this file.
1 /* $Id: network_internal.h 26488 2014-04-23 21:19:54Z rubidium $ */
2
3 /*
4 * This file is part of OpenTTD.
5 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
6 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
7 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
8 */
9
12 #ifndef NETWORK_INTERNAL_H
13 #define NETWORK_INTERNAL_H
14
15 #include "network_func.h"
16 #include "core/tcp_game.h"
17
18 #include "../command_type.h"
19
20 #ifdef ENABLE_NETWORK
21
22 #ifdef RANDOM_DEBUG
23
32 #define ENABLE_NETWORK_SYNC_EVERY_FRAME
33
38 #define NETWORK_SEND_DOUBLE_SEED
39 #endif /* RANDOM_DEBUG */
40
48 #ifdef DEBUG_DUMP_COMMANDS
49 extern bool _ddc_fastforward;
50 #else
51 #define _ddc_fastforward (false)
52 #endif /* DEBUG_DUMP_COMMANDS */
53
54 typedef class ServerNetworkGameSocketHandler NetworkClientSocket;
55
57 enum NetworkJoinStatus {
58 NETWORK_JOIN_STATUS_CONNECTING,
59 NETWORK_JOIN_STATUS_AUTHORIZING,
60 NETWORK_JOIN_STATUS_WAITING,
61 NETWORK_JOIN_STATUS_DOWNLOADING,
62 NETWORK_JOIN_STATUS_PROCESSING,
63 NETWORK_JOIN_STATUS_REGISTERING,
64
65 NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO,
66 NETWORK_JOIN_STATUS_END,
67 };
68
70 enum NetworkLanguage {
71 NETLANG_ANY = 0,
72 NETLANG_ENGLISH,
73 NETLANG_GERMAN,
74 NETLANG_FRENCH,
75 NETLANG_BRAZILIAN,
76 NETLANG_BULGARIAN,
77 NETLANG_CHINESE,
78 NETLANG_CZECH,
79 NETLANG_DANISH,
80 NETLANG_DUTCH,
81 NETLANG_ESPERANTO,
82 NETLANG_FINNISH,
83 NETLANG_HUNGARIAN,
84 NETLANG_ICELANDIC,
85 NETLANG_ITALIAN,
86 NETLANG_JAPANESE,
87 NETLANG_KOREAN,
88 NETLANG_LITHUANIAN,
89 NETLANG_NORWEGIAN,
90 NETLANG_POLISH,
91 NETLANG_PORTUGUESE,
92 NETLANG_ROMANIAN,
93 NETLANG_RUSSIAN,
94 NETLANG_SLOVAK,
95 NETLANG_SLOVENIAN,
96 NETLANG_SPANISH,
97 NETLANG_SWEDISH,
98 NETLANG_TURKISH,
99 NETLANG_UKRAINIAN,
100 NETLANG_AFRIKAANS,
101 NETLANG_CROATIAN,
102 NETLANG_CATALAN,
103 NETLANG_ESTONIAN,
104 NETLANG_GALICIAN,
105 NETLANG_GREEK,
106 NETLANG_LATVIAN,
107 NETLANG_COUNT
108 };
109
110 extern uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode
111 extern uint32 _frame_counter_max; // To where we may go with our clients
112 extern uint32 _frame_counter;
113
114 extern uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients.
115
116 /* networking settings */
117 extern NetworkAddressList _broadcast_list;
118
119 extern uint32 _sync_seed_1;
120 #ifdef NETWORK_SEND_DOUBLE_SEED
121 extern uint32 _sync_seed_2;
122 #endif
123 extern uint32 _sync_frame;
124 extern bool _network_first_time;
125 /* Vars needed for the join-GUI */
126 extern NetworkJoinStatus _network_join_status;
127 extern uint8 _network_join_waiting;
128 extern uint32 _network_join_bytes;
129 extern uint32 _network_join_bytes_total;
130
131 extern uint8 _network_reconnect;
132
133 extern bool _network_udp_server;
134 extern uint16 _network_udp_broadcast;
135
136 extern uint8 _network_advertise_retries;
137
138 extern CompanyMask _network_company_passworded;
139
140 void NetworkTCPQueryServer(NetworkAddress address);
141
142 void GetBindAddresses(NetworkAddressList *addresses, uint16 port);
143 void NetworkAddServer(const char *b);
144 void NetworkRebuildHostList();
145 void UpdateNetworkGameWindow();
146
147 bool IsNetworkCompatibleVersion(const char *version);
148
149 /* From network_command.cpp */
153 struct CommandPacket : CommandContainer {
155 CommandPacket() : next(NULL), company(INVALID_COMPANY), frame(0), my_cmd(false) {}
156 CommandPacket *next;
157 CompanyID company;
158 uint32 frame;
159 bool my_cmd;
160 };
161
162 void NetworkDistributeCommands();
163 void NetworkExecuteLocalCommandQueue();
164 void NetworkFreeLocalCommandQueue();
165 void NetworkSyncCommandQueue(NetworkClientSocket *cs);
166
167 void NetworkError(StringID error_string);
168 void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send, const char *name, const char *str = "", int64 data = 0);
169 uint NetworkCalculateLag(const NetworkClientSocket *cs);
170 StringID GetNetworkErrorMsg(NetworkErrorCode err);
171 bool NetworkFindName(char *new_name, const char *last);
172 const char *GenerateCompanyPasswordHash(const char *password, const char *password_server_id, uint32 password_game_seed);
173
174 #endif /* ENABLE_NETWORK */
175 #endif /* NETWORK_INTERNAL_H */