/* $Id$ */ /* * 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_game.h" #include "../command_type.h" #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 */ /** * Helper variable to make the dedicated server go fast until the (first) join. * Used to load the desync debug logs, i.e. for reproducing a desync. * There's basically no need to ever enable this, unless you really know what * you are doing, i.e. debugging a desync. * See docs/desync.txt for details. */ #ifdef DEBUG_DUMP_COMMANDS extern bool _ddc_fastforward; #else #define _ddc_fastforward (false) #endif /* DEBUG_DUMP_COMMANDS */ 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, }; /** 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 }; extern uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode extern uint32 _frame_counter_max; // To where we may go with our clients extern uint32 _frame_counter; extern uint32 _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 _sync_seed_1; #ifdef NETWORK_SEND_DOUBLE_SEED extern uint32 _sync_seed_2; #endif extern uint32 _sync_frame; extern bool _network_first_time; /* Vars needed for the join-GUI */ extern NetworkJoinStatus _network_join_status; extern uint8 _network_join_waiting; extern uint32 _network_join_bytes; extern uint32 _network_join_bytes_total; extern uint8 _network_reconnect; extern bool _network_udp_server; extern uint16 _network_udp_broadcast; extern uint8 _network_advertise_retries; extern CompanyMask _network_company_passworded; void NetworkTCPQueryServer(NetworkAddress address); void GetBindAddresses(NetworkAddressList *addresses, uint16 port); void NetworkAddServer(const char *b); void NetworkRebuildHostList(); void UpdateNetworkGameWindow(); bool IsNetworkCompatibleVersion(const char *version); /* From network_command.cpp */ /** * Everything we need to know about a command to be able to execute it. */ struct CommandPacket : CommandContainer { /** Make sure the pointer is nullptr. */ CommandPacket() : next(nullptr), company(INVALID_COMPANY), frame(0), my_cmd(false) {} CommandPacket *next; ///< the next command packet (if in queue) CompanyID company; ///< company that is executing the command uint32 frame; ///< the frame in which this packet is executed bool my_cmd; ///< did the command originate from "me" }; void NetworkDistributeCommands(); void NetworkExecuteLocalCommandQueue(); void NetworkFreeLocalCommandQueue(); void NetworkSyncCommandQueue(NetworkClientSocket *cs); void NetworkError(StringID error_string); void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send, const char *name, const char *str = "", int64 data = 0); uint NetworkCalculateLag(const NetworkClientSocket *cs); StringID GetNetworkErrorMsg(NetworkErrorCode err); bool NetworkFindName(char *new_name, const char *last); const char *GenerateCompanyPasswordHash(const char *password, const char *password_server_id, uint32 password_game_seed); #endif /* NETWORK_INTERNAL_H */