/* * 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_func.h Network functions used by other parts of OpenTTD. */ #ifndef NETWORK_FUNC_H #define NETWORK_FUNC_H /** * Uncomment the following define to enable command replaying. * See docs/desync.txt for details. */ // #define DEBUG_DUMP_COMMANDS // #define DEBUG_FAILED_DUMP_COMMANDS #include "network_type.h" #include "../console_type.h" #include "../gfx_type.h" #include "../openttd.h" #include "../company_type.h" #include "../string_type.h" extern NetworkCompanyState *_network_company_states; extern ClientID _network_own_client_id; extern ClientID _redirect_console_to_client; extern uint8_t _network_reconnect; extern StringList _network_bind_list; extern StringList _network_host_list; extern StringList _network_ban_list; uint8_t NetworkSpectatorCount(); bool NetworkIsValidClientName(const std::string_view client_name); bool NetworkValidateOurClientName(); bool NetworkValidateClientName(std::string &client_name); bool NetworkValidateServerName(std::string &server_name); void NetworkUpdateClientName(const std::string &client_name); void NetworkUpdateServerGameType(); bool NetworkCompanyHasClients(CompanyID company); std::string NetworkChangeCompanyPassword(CompanyID company_id, std::string password); void NetworkReboot(); void NetworkDisconnect(bool close_admins = true); void NetworkGameLoop(); void NetworkBackgroundLoop(); std::string_view ParseFullConnectionString(const std::string &connection_string, uint16_t &port, CompanyID *company_id = nullptr); void NetworkPopulateCompanyStats(NetworkCompanyStats *stats); void NetworkUpdateClientInfo(ClientID client_id); void NetworkClientsToSpectators(CompanyID cid); bool NetworkClientConnectGame(const std::string &connection_string, CompanyID default_company, const std::string &join_server_password = "", const std::string &join_company_password = ""); void NetworkClientJoinGame(); void NetworkClientRequestMove(CompanyID company, const std::string &pass = ""); void NetworkClientSendRcon(const std::string &password, const std::string &command); void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const std::string &msg, int64_t data = 0); bool NetworkClientPreferTeamChat(const NetworkClientInfo *cio); bool NetworkCompanyIsPassworded(CompanyID company_id); uint NetworkMaxCompaniesAllowed(); bool NetworkMaxCompaniesReached(); void NetworkPrintClients(); std::string_view NetworkGetPublicKeyOfClient(ClientID client_id); void NetworkHandlePauseChange(PauseMode prev_mode, PauseMode changed_mode); /*** Commands ran by the server ***/ void NetworkServerSendConfigUpdate(); void NetworkServerUpdateGameInfo(); void NetworkServerShowStatusToConsole(); bool NetworkServerStart(); void NetworkServerNewCompany(const Company *company, NetworkClientInfo *ci); bool NetworkServerChangeClientName(ClientID client_id, const std::string &new_name); void NetworkServerDoMove(ClientID client_id, CompanyID company_id); void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const std::string &string); void NetworkServerSendChat(NetworkAction action, DestType type, int dest, const std::string &msg, ClientID from_id, int64_t data = 0, bool from_admin = false); void NetworkServerSendExternalChat(const std::string &source, TextColour colour, const std::string &user, const std::string &msg); void NetworkServerKickClient(ClientID client_id, const std::string &reason); uint NetworkServerKickOrBanIP(ClientID client_id, bool ban, const std::string &reason); uint NetworkServerKickOrBanIP(const std::string &ip, bool ban, const std::string &reason); void NetworkInitChatMessage(); void NetworkReInitChatBoxSize(); void CDECL NetworkAddChatMessage(TextColour colour, uint duration, const std::string &message); void NetworkUndrawChatMessage(); void NetworkAfterNewGRFScan(); #endif /* NETWORK_FUNC_H */