/* * This file is part of OpenTTD. * 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. * 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. * 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 . */ /** @file network_internal.h Variables and function used internally. */ #ifndef NETWORK_INTERNAL_H #define NETWORK_INTERNAL_H #include "network_func.h" #include "core/tcp_coordinator.h" #include "core/tcp_game.h" #include "../command_type.h" #include "../command_func.h" #include "../misc/endian_buffer.hpp" #ifdef RANDOM_DEBUG /** * 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 #endif /* RANDOM_DEBUG */ typedef class ServerNetworkGameSocketHandler NetworkClientSocket; /** Status of the clients during joining. */ 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, NETWORK_JOIN_STATUS_END, }; extern uint32_t _frame_counter_server; // The frame_counter of the server, if in network-mode extern uint32_t _frame_counter_max; // To where we may go with our clients extern uint32_t _frame_counter; extern uint32_t _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients. /* networking settings */ extern NetworkAddressList _broadcast_list; extern uint32_t _sync_seed_1; #ifdef NETWORK_SEND_DOUBLE_SEED extern uint32_t _sync_seed_2; #endif extern uint32_t _sync_frame; extern bool _network_first_time; /* Vars needed for the join-GUI */ extern NetworkJoinStatus _network_join_status; extern uint8_t _network_join_waiting; extern uint32_t _network_join_bytes; extern uint32_t _network_join_bytes_total; extern ConnectionType _network_server_connection_type; extern std::string _network_server_invite_code; /* Variable available for clients. */ extern std::string _network_server_name; extern uint8_t _network_reconnect; void NetworkQueryServer(const std::string &connection_string); void GetBindAddresses(NetworkAddressList *addresses, uint16_t port); struct NetworkGameList *NetworkAddServer(const std::string &connection_string, bool manually = true, bool never_expire = false); void NetworkRebuildHostList(); void UpdateNetworkGameWindow(); /* From network_command.cpp */ /** * Everything we need to know about a command to be able to execute it. */ struct CommandPacket { CommandPacket() : company(INVALID_COMPANY), frame(0), my_cmd(false) {} CompanyID company; ///< company that is executing the command uint32_t frame; ///< the frame in which this packet is executed bool my_cmd; ///< did the command originate from "me" Commands cmd; ///< command being executed. StringID err_msg; ///< string ID of error message to use. CommandCallback *callback; ///< any callback function executed upon successful completion of the command. CommandDataBuffer data; ///< command parameters. }; void NetworkDistributeCommands(); void NetworkExecuteLocalCommandQueue(); void NetworkFreeLocalCommandQueue(); void NetworkSyncCommandQueue(NetworkClientSocket *cs); void NetworkReplaceCommandClientId(CommandPacket &cp, ClientID client_id); void ShowNetworkError(StringID error_string); void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send, const std::string &name, const std::string &str = "", int64_t data = 0, const std::string &data_str = ""); uint NetworkCalculateLag(const NetworkClientSocket *cs); StringID GetNetworkErrorMsg(NetworkErrorCode err); bool NetworkMakeClientNameUnique(std::string &new_name); std::string_view ParseCompanyFromConnectionString(const std::string &connection_string, CompanyID *company_id); NetworkAddress ParseConnectionString(const std::string &connection_string, uint16_t default_port); std::string NormalizeConnectionString(const std::string &connection_string, uint16_t default_port); void ClientNetworkEmergencySave(); #endif /* NETWORK_INTERNAL_H */