#ifndef NETWORK_DATA_H #define NETWORK_DATA_H #include "openttd.h" #include "network.h" #include "network_core.h" // Is the network enabled? #ifdef ENABLE_NETWORK #define SEND_MTU 1460 #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 // What version of game-info do we use? #define NETWORK_GAME_INFO_VERSION 1 // What version of company info is this? #define NETWORK_COMPANY_INFO_VERSION 3 // What version of master-server-protocol do we use? #define NETWORK_MASTER_SERVER_VERSION 1 typedef uint16 PacketSize; typedef struct Packet { struct Packet *next; PacketSize size; PacketSize pos; byte buffer[SEND_MTU]; } Packet; typedef struct CommandPacket { struct CommandPacket *next; byte player; /// player that is executing the command (PlayerID) uint32 cmd; /// command being executed uint32 p1; /// parameter p1 uint32 p2; /// parameter p2 TileIndex tile; /// tile command being executed on char text[80]; uint32 frame; /// the frame in which this packet is executed byte callback; /// any callback function executed upon successful completion of the command } CommandPacket; typedef enum { STATUS_INACTIVE, STATUS_AUTH, // This means that the client is authorized STATUS_MAP_WAIT, // This means that the client is put on hold because someone else is getting the map STATUS_MAP, STATUS_DONE_MAP, STATUS_PRE_ACTIVE, STATUS_ACTIVE, } ClientStatus; typedef enum { MAP_PACKET_START, MAP_PACKET_NORMAL, MAP_PACKET_PATCH, MAP_PACKET_END, } MapPacket; typedef enum { NETWORK_RECV_STATUS_OKAY, NETWORK_RECV_STATUS_DESYNC, NETWORK_RECV_STATUS_SAVEGAME, NETWORK_RECV_STATUS_CONN_LOST, NETWORK_RECV_STATUS_MALFORMED_PACKET, NETWORK_RECV_STATUS_SERVER_ERROR, // The server told us we made an error NETWORK_RECV_STATUS_SERVER_FULL, NETWORK_RECV_STATUS_SERVER_BANNED, NETWORK_RECV_STATUS_CLOSE_QUERY, // Done quering the server } NetworkRecvStatus; typedef enum { 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, // 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, } NetworkErrorCode; // Actions that can be used for NetworkTextMessage typedef enum { NETWORK_ACTION_JOIN, NETWORK_ACTION_LEAVE, NETWORK_ACTION_CHAT, NETWORK_ACTION_CHAT_PLAYER, NETWORK_ACTION_CHAT_CLIENT, NETWORK_ACTION_GIVE_MONEY, NETWORK_ACTION_NAME_CHANGE, } NetworkAction; typedef enum { NETWORK_GAME_PASSWORD, NETWORK_COMPANY_PASSWORD, } NetworkPasswordType; // To keep the clients all together typedef struct NetworkClientState { SOCKET socket; uint16 index; uint32 last_frame; uint32 last_frame_server; byte lag_test; // This byte is used for lag-testing the client ClientStatus status; bool writable; // is client ready to write to? bool quited; Packet *packet_queue; // Packets that are awaiting delivery Packet *packet_recv; // Partially received packet CommandPacket *command_queue; // The command-queue awaiting delivery } NetworkClientState; // What packet types are there // WARNING: The first 3 packets can NEVER change order again // it protects old clients from joining newer servers (because SERVER_ERROR // is the respond to a wrong revision) typedef enum { PACKET_SERVER_FULL, PACKET_SERVER_BANNED, PACKET_CLIENT_JOIN, PACKET_SERVER_ERROR, PACKET_CLIENT_COMPANY_INFO, PACKET_SERVER_COMPANY_INFO, PACKET_SERVER_CLIENT_INFO, PACKET_SERVER_NEED_PASSWORD, PACKET_CLIENT_PASSWORD, PACKET_SERVER_WELCOME, PACKET_CLIENT_GETMAP, PACKET_SERVER_WAIT, PACKET_SERVER_MAP, PACKET_CLIENT_MAP_OK, PACKET_SERVER_JOIN, PACKET_SERVER_FRAME, PACKET_SERVER_SYNC, PACKET_CLIENT_ACK, PACKET_CLIENT_COMMAND, PACKET_SERVER_COMMAND, PACKET_CLIENT_CHAT, PACKET_SERVER_CHAT, PACKET_CLIENT_SET_PASSWORD, PACKET_CLIENT_SET_NAME, PACKET_CLIENT_QUIT, PACKET_CLIENT_ERROR, PACKET_SERVER_QUIT, PACKET_SERVER_ERROR_QUIT, PACKET_SERVER_SHUTDOWN, PACKET_SERVER_NEWGAME, PACKET_SERVER_RCON, PACKET_CLIENT_RCON, PACKET_END // Should ALWAYS be on the end of this list!! (period) } PacketType; typedef enum { DESTTYPE_BROADCAST, DESTTYPE_PLAYER, DESTTYPE_CLIENT } DestType; CommandPacket *_local_command_queue; SOCKET _udp_client_socket; // udp client socket SOCKET _udp_server_socket; // udp server socket SOCKET _udp_master_socket; // udp master socket // Here we keep track of the clients // (and the client uses [0] for his own communication) NetworkClientState _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(void) #define DEF_CLIENT_SEND_COMMAND_PARAM(type) void NetworkPacketSend_ ## type ## _command #define DEF_SERVER_RECEIVE_COMMAND(type) void NetworkPacketReceive_ ## type ## _command(NetworkClientState *cs, Packet *p) #define DEF_SERVER_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command(NetworkClientState *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 != &_clients[MAX_CLIENTS] && cs->socket != INVALID_SOCKET; cs++) Packet *NetworkSend_Init(PacketType type); void NetworkSend_uint8(Packet *packet, uint8 data); void NetworkSend_uint16(Packet *packet, uint16 data); void NetworkSend_uint32(Packet *packet, uint32 data); void NetworkSend_uint64(Packet *packet, uint64 data); void NetworkSend_string(Packet *packet, const char* data); void NetworkSend_Packet(Packet *packet, NetworkClientState *cs); uint8 NetworkRecv_uint8(NetworkClientState *cs, Packet *packet); uint16 NetworkRecv_uint16(NetworkClientState *cs, Packet *packet); uint32 NetworkRecv_uint32(NetworkClientState *cs, Packet *packet); uint64 NetworkRecv_uint64(NetworkClientState *cs, Packet *packet); void NetworkRecv_string(NetworkClientState *cs, Packet *packet, char* buffer, size_t size); Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status); bool NetworkSend_Packets(NetworkClientState *cs); void NetworkExecuteCommand(CommandPacket *cp); void NetworkAddCommandQueue(NetworkClientState *cs, CommandPacket *cp); // from network.c void NetworkCloseClient(NetworkClientState *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 NetworkClientState *cs); uint NetworkCalculateLag(const NetworkClientState *cs); byte NetworkGetCurrentLanguageIndex(void); NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index); NetworkClientState *NetworkFindClientStateFromIndex(uint16 client_index); unsigned long NetworkResolveHost(const char *hostname); #endif /* ENABLE_NETWORK */ #endif // NETWORK_DATA_H