#ifndef NETWORK_H #define NETWORK_H #include "network_core.h" #define NOREV_STRING "norev000" #ifdef ENABLE_NETWORK // 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 // How many clients can we have? Like.. MAX_PLAYERS - 1 is the amount of // players that can really play.. so.. a max of 4 spectators.. gives us.. // MAX_PLAYERS + 3 #define MAX_CLIENTS (MAX_PLAYERS + 3) // Do not change this next line. It should _ALWAYS_ be MAX_CLIENTS + 1 #define MAX_CLIENT_INFO (MAX_CLIENTS + 1) /* Stuff for the master-server */ #define NETWORK_MASTER_SERVER_PORT 3978 #define NETWORK_MASTER_SERVER_HOST "master.openttd.org" #define NETWORK_MASTER_SERVER_WELCOME_MESSAGE "OpenTTDRegister" #define NETWORK_DEFAULT_PORT 3979 #define MAX_INTERFACES 9 // How many vehicle/station types we put over the network #define NETWORK_VEHICLE_TYPES 5 #define NETWORK_STATION_TYPES 5 #define NETWORK_NAME_LENGTH 80 #define NETWORK_HOSTNAME_LENGTH 80 #define NETWORK_REVISION_LENGTH 10 #define NETWORK_PASSWORD_LENGTH 20 #define NETWORK_PLAYERS_LENGTH 200 #define NETWORK_CLIENT_NAME_LENGTH 25 // This is the struct used by both client and server // some fields will be empty on the client (like game_password) by default // and only filled with data a player enters. typedef struct NetworkGameInfo { char server_name[NETWORK_NAME_LENGTH]; // Server name char hostname[NETWORK_HOSTNAME_LENGTH]; // Hostname of the server (if any) char server_revision[NETWORK_REVISION_LENGTH]; // The SVN version number the server is using (e.g.: 'r304') // It even shows a SVN version in release-version, so // it is easy to compare if a server is of the correct version byte server_lang; // Language of the server (we should make a nice table for this) byte use_password; // Is set to != 0 if it uses a password char server_password[NETWORK_PASSWORD_LENGTH]; // On the server: the game password, on the client: != "" if server has password byte clients_max; // Max clients allowed on server byte clients_on; // Current count of clients on server byte spectators_on; // How many spectators do we have? uint16 game_date; // Current date uint16 start_date; // When the game started char map_name[NETWORK_NAME_LENGTH]; // Map which is played ["random" for a randomized map] uint16 map_width; // Map width uint16 map_height; // Map height byte map_set; // Graphical set bool dedicated; // Is this a dedicated server? } NetworkGameInfo; typedef struct NetworkPlayerInfo { char company_name[NETWORK_NAME_LENGTH]; // Company name char password[NETWORK_PASSWORD_LENGTH]; // The password for the player byte inaugurated_year; // What year the company started in int64 company_value; // The company value int64 money; // The amount of money the company has int64 income; // How much did the company earned last year uint16 performance; // What was his performance last month? uint16 num_vehicle[NETWORK_VEHICLE_TYPES]; // How many vehicles are there of this type? uint16 num_station[NETWORK_STATION_TYPES]; // How many stations are there of this type? char players[NETWORK_PLAYERS_LENGTH]; // The players that control this company (Name1, name2, ..) uint16 months_empty; // How many months the company is empty } NetworkPlayerInfo; typedef struct NetworkClientInfo { uint16 client_index; // Index of the client (same as ClientState->index) char client_name[NETWORK_CLIENT_NAME_LENGTH]; // Name of the client byte client_lang; // The language of the client byte client_playas; // As which player is this client playing uint32 client_ip; // IP-address of the client (so he can be banned) uint16 join_date; // Gamedate the player has joined char unique_id[NETWORK_NAME_LENGTH]; // Every play sends an unique id so we can indentify him } NetworkClientInfo; typedef struct NetworkGameList { NetworkGameInfo info; uint32 ip; uint16 port; bool online; // False if the server did not respond (default status) bool manually; // True if the server was added manually struct NetworkGameList *next; } NetworkGameList; typedef enum { 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, } NetworkJoinStatus; // language ids for server_lang and client_lang typedef enum { NETLANG_ANY = 0, NETLANG_ENGLISH = 1, NETLANG_GERMAN = 2, NETLANG_FRENCH = 3, } NetworkLanguage; VARDEF NetworkGameList *_network_game_list; VARDEF NetworkGameInfo _network_game_info; VARDEF NetworkPlayerInfo _network_player_info[MAX_PLAYERS]; VARDEF NetworkClientInfo _network_client_info[MAX_CLIENT_INFO]; VARDEF char _network_player_name[NETWORK_NAME_LENGTH]; VARDEF char _network_default_ip[NETWORK_HOSTNAME_LENGTH]; VARDEF uint16 _network_own_client_index; VARDEF char _network_unique_id[NETWORK_NAME_LENGTH]; // Our own unique ID VARDEF uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode VARDEF uint32 _frame_counter_max; // To where we may go with our clients // networking settings VARDEF uint32 _network_ip_list[MAX_INTERFACES + 1]; // Network IPs VARDEF uint16 _network_game_count; VARDEF uint16 _network_lobby_company_count; VARDEF uint _network_server_port; /* We use bind_ip and bind_ip_host, where bind_ip_host is the readable form of bind_ip_host, and bind_ip the numeric value, because we want a nice number in the openttd.cfg, but we wants to use the uint32 internally.. */ VARDEF uint32 _network_server_bind_ip; VARDEF char _network_server_bind_ip_host[NETWORK_HOSTNAME_LENGTH]; VARDEF bool _is_network_server; // Does this client wants to be a network-server? VARDEF char _network_server_name[NETWORK_NAME_LENGTH]; VARDEF uint16 _network_sync_freq; VARDEF uint8 _network_frame_freq; VARDEF uint32 _sync_seed_1, _sync_seed_2; VARDEF uint32 _sync_frame; VARDEF bool _network_first_time; // Vars needed for the join-GUI VARDEF NetworkJoinStatus _network_join_status; VARDEF uint8 _network_join_waiting; VARDEF uint16 _network_join_kbytes; VARDEF uint16 _network_join_kbytes_total; VARDEF char _network_last_host[NETWORK_HOSTNAME_LENGTH]; VARDEF short _network_last_port; VARDEF uint32 _network_last_host_ip; VARDEF uint8 _network_reconnect; VARDEF bool _network_udp_server; VARDEF uint16 _network_udp_broadcast; VARDEF byte _network_lan_internet; VARDEF bool _network_advertise; VARDEF uint16 _network_last_advertise_date; VARDEF uint8 _network_advertise_retries; VARDEF bool _network_autoclean_companies; VARDEF uint8 _network_autoclean_unprotected; // Remove a company after X months VARDEF uint8 _network_autoclean_protected; // Unprotect a company after X months VARDEF uint16 _network_restart_game_date; // If this year is reached, the server automaticly restarts NetworkGameList *NetworkQueryServer(const byte* host, unsigned short port, bool game_info); #endif /* ENABLE_NETWORK */ // Those variables must always be registered! #define MAX_SAVED_SERVERS 10 VARDEF char *_network_host_list[MAX_SAVED_SERVERS]; #define MAX_BANS 25 VARDEF char *_network_ban_list[MAX_BANS]; VARDEF bool _networking; VARDEF bool _network_available; // is network mode available? VARDEF bool _network_server; // network-server is active VARDEF bool _network_dedicated; // are we a dedicated server? VARDEF byte _network_playas; // an id to play as.. void ParseConnectionString(const byte **player, const byte **port, byte *connection_string); void NetworkUpdateClientInfo(uint16 client_index); void NetworkAddServer(const byte *b); void NetworkRebuildHostList(); void NetworkChangeCompanyPassword(const char *str); #endif /* NETWORK_H */