/* $Id$ */ /** @file network_internal.h Variables and function used internally. */ #ifndef NETWORK_INTERNAL_H #define NETWORK_INTERNAL_H #ifdef ENABLE_NETWORK #include "network.h" #include "network_func.h" #include "core/os_abstraction.h" #include "core/core.h" #include "core/config.h" #include "core/packet.h" #include "core/tcp.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 #define MAX_TEXT_MSG_LEN 1024 /* long long long long sentences :-) */ enum MapPacket { MAP_PACKET_START, MAP_PACKET_NORMAL, MAP_PACKET_END, }; 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 }; extern NetworkPlayerInfo _network_player_info[MAX_PLAYERS]; 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 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients. // networking settings extern uint32 _broadcast_list[MAX_INTERFACES + 1]; extern uint32 _network_server_bind_ip; extern uint32 _sync_seed_1, _sync_seed_2; 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 uint16 _network_join_kbytes; extern uint16 _network_join_kbytes_total; extern uint32 _network_last_host_ip; extern uint8 _network_reconnect; extern bool _network_udp_server; extern uint16 _network_udp_broadcast; extern uint8 _network_advertise_retries; // following externs are instantiated at network.cpp extern CommandPacket *_local_command_queue; // Here we keep track of the clients // (and the client uses [0] for his own communication) extern NetworkTCPSocketHandler _clients[MAX_CLIENTS]; void NetworkTCPQueryServer(const char* host, unsigned short port); void NetworkAddServer(const char *b); void NetworkRebuildHostList(); void UpdateNetworkGameWindow(bool unselect); bool IsNetworkCompatibleVersion(const char *version); void NetworkExecuteCommand(CommandPacket *cp); void NetworkAddCommandQueue(NetworkTCPSocketHandler *cs, CommandPacket *cp); // from network.c void NetworkCloseClient(NetworkTCPSocketHandler *cs); void CDECL NetworkTextMessage(NetworkAction action, ConsoleColour color, bool self_send, const char *name, const char *str, ...); void NetworkGetClientName(char *clientname, size_t size, const NetworkTCPSocketHandler *cs); uint NetworkCalculateLag(const NetworkTCPSocketHandler *cs); byte NetworkGetCurrentLanguageIndex(); NetworkTCPSocketHandler *NetworkFindClientStateFromIndex(uint16 client_index); unsigned long NetworkResolveHost(const char *hostname); char* GetNetworkErrorMsg(char* buf, NetworkErrorCode err, const char* last); bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH]); #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() #define DEF_CLIENT_SEND_COMMAND_PARAM(type) void NetworkPacketSend_ ## type ## _command #define DEF_SERVER_RECEIVE_COMMAND(type) void NetworkPacketReceive_ ## type ## _command(NetworkTCPSocketHandler *cs, Packet *p) #define DEF_SERVER_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command(NetworkTCPSocketHandler *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->IsConnected(); cs++) #endif /* ENABLE_NETWORK */ #endif /* NETWORK_INTERNAL_H */