/* $Id$ */ #ifndef NETWORK_DATA_H #define NETWORK_DATA_H // Is the network enabled? #ifdef ENABLE_NETWORK #include "../openttd.h" #include "network.h" #include "core/os_abstraction.h" #include "core/core.h" #include "core/config.h" #include "core/packet.h" #include "core/tcp.h" #define MAX_TEXT_MSG_LEN 1024 /* long long long long sentences :-) */ // The client-info-server-index is always 1 #define NETWORK_SERVER_INDEX 1 #define NETWORK_EMPTY_INDEX 0 enum MapPacket { MAP_PACKET_START, MAP_PACKET_NORMAL, MAP_PACKET_END, }; enum NetworkErrorCode { NETWORK_ERROR_GENERAL, // Try to use thisone like never // Signals from clients NETWORK_ERROR_DESYNC, NETWORK_ERROR_SAVEGAME_FAILED, NETWORK_ERROR_CONNECTION_LOST, NETWORK_ERROR_ILLEGAL_PACKET, NETWORK_ERROR_NEWGRF_MISMATCH, // Signals from servers NETWORK_ERROR_NOT_AUTHORIZED, NETWORK_ERROR_NOT_EXPECTED, NETWORK_ERROR_WRONG_REVISION, NETWORK_ERROR_NAME_IN_USE, NETWORK_ERROR_WRONG_PASSWORD, NETWORK_ERROR_PLAYER_MISMATCH, // Happens in CLIENT_COMMAND NETWORK_ERROR_KICKED, NETWORK_ERROR_CHEATER, NETWORK_ERROR_FULL, }; // Actions that can be used for NetworkTextMessage enum NetworkAction { NETWORK_ACTION_JOIN, NETWORK_ACTION_LEAVE, NETWORK_ACTION_SERVER_MESSAGE, NETWORK_ACTION_CHAT, NETWORK_ACTION_CHAT_COMPANY, NETWORK_ACTION_CHAT_CLIENT, NETWORK_ACTION_GIVE_MONEY, NETWORK_ACTION_NAME_CHANGE, }; enum NetworkPasswordType { NETWORK_GAME_PASSWORD, NETWORK_COMPANY_PASSWORD, }; enum DestType { DESTTYPE_BROADCAST, ///< Send message/notice to all players (All) DESTTYPE_TEAM, ///< Send message/notice to everyone playing the same company (Team) DESTTYPE_CLIENT, ///< Send message/notice to only a certain player (Private) }; // 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]; #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++) #define FOR_ALL_ACTIVE_CLIENT_INFOS(ci) for (ci = _network_client_info; ci != endof(_network_client_info); ci++) if (ci->client_index != NETWORK_EMPTY_INDEX) void NetworkExecuteCommand(CommandPacket *cp); void NetworkAddCommandQueue(NetworkTCPSocketHandler *cs, CommandPacket *cp); // from network.c void NetworkCloseClient(NetworkTCPSocketHandler *cs); void CDECL NetworkTextMessage(NetworkAction action, uint16 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(); NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index); NetworkClientInfo *NetworkFindClientInfoFromIP(const char *ip); NetworkTCPSocketHandler *NetworkFindClientStateFromIndex(uint16 client_index); unsigned long NetworkResolveHost(const char *hostname); char* GetNetworkErrorMsg(char* buf, NetworkErrorCode err, const char* last); #endif /* ENABLE_NETWORK */ #endif /* NETWORK_DATA_H */