/* * 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 "core/address.h" #include "network_type.h" #include "../console_type.h" #include "../gfx_type.h" #include "../openttd.h" #include "../company_type.h" extern NetworkServerGameInfo _network_game_info; extern NetworkCompanyState *_network_company_states; extern ClientID _network_own_client_id; extern ClientID _redirect_console_to_client; extern bool _network_need_advertise; extern uint8 _network_reconnect; extern StringList _network_bind_list; extern StringList _network_host_list; extern StringList _network_ban_list; byte NetworkSpectatorCount(); void NetworkUpdateClientName(); bool NetworkCompanyHasClients(CompanyID company); const char *NetworkChangeCompanyPassword(CompanyID company_id, const char *password); void NetworkReboot(); void NetworkDisconnect(bool blocking = false, bool close_admins = true); void NetworkGameLoop(); void NetworkBackgroundLoop(); void ParseConnectionString(const char **company, const char **port, char *connection_string); void NetworkStartDebugLog(NetworkAddress address); void NetworkPopulateCompanyStats(NetworkCompanyStats *stats); void NetworkUpdateClientInfo(ClientID client_id); void NetworkClientsToSpectators(CompanyID cid); void NetworkClientConnectGame(NetworkAddress address, CompanyID join_as, const char *join_server_password = nullptr, const char *join_company_password = nullptr); void NetworkClientRequestMove(CompanyID company, const char *pass = ""); void NetworkClientSendRcon(const char *password, const char *command); void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data = 0); bool NetworkClientPreferTeamChat(const NetworkClientInfo *cio); bool NetworkCompanyIsPassworded(CompanyID company_id); bool NetworkMaxCompaniesReached(); bool NetworkMaxSpectatorsReached(); void NetworkPrintClients(); void NetworkHandlePauseChange(PauseMode prev_mode, PauseMode changed_mode); /*** Commands ran by the server ***/ void NetworkServerDailyLoop(); void NetworkServerMonthlyLoop(); void NetworkServerYearlyLoop(); void NetworkServerSendConfigUpdate(); void NetworkServerShowStatusToConsole(); bool NetworkServerStart(); void NetworkServerNewCompany(const Company *company, NetworkClientInfo *ci); bool NetworkServerChangeClientName(ClientID client_id, const char *new_name); void NetworkServerDoMove(ClientID client_id, CompanyID company_id); void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const char *string); void NetworkServerSendChat(NetworkAction action, DestType type, int dest, const char *msg, ClientID from_id, int64 data = 0, bool from_admin = false); void NetworkServerKickClient(ClientID client_id, const char *reason); uint NetworkServerKickOrBanIP(ClientID client_id, bool ban, const char *reason); uint NetworkServerKickOrBanIP(const char *ip, bool ban, const char *reason); void NetworkInitChatMessage(); void CDECL NetworkAddChatMessage(TextColour colour, uint duration, const char *message, ...) WARN_FORMAT(3, 4); void NetworkUndrawChatMessage(); void NetworkChatMessageLoop(); void NetworkAfterNewGRFScan(); #endif /* NETWORK_FUNC_H */