(svn r942) -Merged branch/network back into the trunk
This commit is contained in:
177
network.h
177
network.h
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#ifndef NETWORK_H
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#define NETWORK_H
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#include "network_core.h"
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#ifdef ENABLE_NETWORK
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// If this line is enable, every frame will have a sync test
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// this is not needed in normal games. Normal is like 1 sync in 100
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// frames. You can enable this if you have a lot of desyncs on a certain
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// game.
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// Remember: both client and server have to be compiled with this
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// option enabled to make it to work. If one of the two has it disabled
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// nothing will happen.
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//#define ENABLE_NETWORK_SYNC_EVERY_FRAME
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// In theory sending 1 of the 2 seeds is enough to check for desyncs
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// so in theory, this next define can be left off.
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//#define NETWORK_SEND_DOUBLE_SEED
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// How many clients can we have? Like.. MAX_PLAYERS - 1 is the amount of
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// players that can really play.. so.. a max of 4 spectators.. gives us..
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// MAX_PLAYERS + 3
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#define MAX_CLIENTS (MAX_PLAYERS + 3)
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// Do not change this next line. It should _ALWAYS_ be MAX_CLIENTS + 1
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#define MAX_CLIENT_INFO (MAX_CLIENTS + 1)
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#define NETWORK_DISCOVER_PORT 3978
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#define NETWORK_DEFAULT_PORT 3979
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#define MAX_INTERFACES 9
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// How many vehicle/station types we put over the network
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#define NETWORK_VEHICLE_TYPES 5
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#define NETWORK_STATION_TYPES 5
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#define NETWORK_NAME_LENGTH 80
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#define NETWORK_HOSTNAME_LENGTH 80
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#define NETWORK_REVISION_LENGTH 10
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#define NETWORK_PASSWORD_LENGTH 20
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#define NETWORK_PLAYERS_LENGTH 200
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// This is the struct used by both client and server
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// some fields will be empty on the client (like game_password) by default
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// and only filled with data a player enters.
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typedef struct NetworkGameInfo {
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char server_name[40]; // name of the game
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char server_revision[8]; // server game version
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byte server_lang; // langid
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byte players_max; // max players allowed on server
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byte players_on; // current count of players on server
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uint16 game_date; // current date
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char game_password[10]; // should fit ... 10 chars
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char map_name[40]; // map which is played ["random" for a randomized map]
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uint map_width; // map width / 8
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uint map_height; // map height / 8
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byte map_set; // graphical set
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char server_name[NETWORK_NAME_LENGTH]; // Server name
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char hostname[NETWORK_HOSTNAME_LENGTH]; // Hostname of the server (if any)
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char server_revision[NETWORK_REVISION_LENGTH]; // The SVN version number the server is using (e.g.: 'r304')
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// It even shows a SVN version in release-version, so
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// it is easy to compare if a server is of the correct version
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byte server_lang; // Language of the server (we should make a nice table for this)
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byte use_password; // Is set to != 0 if it uses a password
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char server_password[NETWORK_PASSWORD_LENGTH]; // On the server: the game password, on the client: != "" if server has password
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byte clients_max; // Max clients allowed on server
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byte clients_on; // Current count of clients on server
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byte spectators_on; // How many spectators do we have?
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uint16 game_date; // Current date
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uint16 start_date; // When the game started
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char map_name[NETWORK_NAME_LENGTH]; // Map which is played ["random" for a randomized map]
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uint16 map_width; // Map width
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uint16 map_height; // Map height
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byte map_set; // Graphical set
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bool dedicated; // Is this a dedicated server?
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} NetworkGameInfo;
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//typedef struct NetworkGameList;
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typedef struct NetworkPlayerInfo {
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char company_name[NETWORK_NAME_LENGTH]; // Company name
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char password[NETWORK_PASSWORD_LENGTH]; // The password for the player
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byte inaugurated_year; // What year the company started in
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int64 company_value; // The company value
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int64 money; // The amount of money the company has
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int64 income; // How much did the company earned last year
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uint16 performance; // What was his performance last month?
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uint16 num_vehicle[NETWORK_VEHICLE_TYPES]; // How many vehicles are there of this type?
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uint16 num_station[NETWORK_STATION_TYPES]; // How many stations are there of this type?
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char players[NETWORK_PLAYERS_LENGTH]; // The players that control this company (Name1, name2, ..)
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} NetworkPlayerInfo;
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typedef struct NetworkClientInfo {
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uint16 client_index; // Index of the client (same as ClientState->index)
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char client_name[NETWORK_NAME_LENGTH]; // Name of the client
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byte client_lang; // The language of the client
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byte client_playas; // As which player is this client playing
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uint32 client_ip; // IP-address of the client (so he can be banned)
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uint16 join_date; // Gamedate the player has joined
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} NetworkClientInfo;
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typedef struct NetworkGameList {
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NetworkGameInfo item;
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NetworkGameInfo info;
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uint32 ip;
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uint16 port;
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struct NetworkGameList * _next;
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bool online; // False if the server did not respond (default status)
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struct NetworkGameList *next;
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} NetworkGameList;
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enum {
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NET_EVENT_SUBSIDY = 0,
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};
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typedef enum {
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NETWORK_JOIN_STATUS_CONNECTING,
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NETWORK_JOIN_STATUS_AUTHORIZING,
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NETWORK_JOIN_STATUS_WAITING,
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NETWORK_JOIN_STATUS_DOWNLOADING,
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NETWORK_JOIN_STATUS_PROCESSING,
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NetworkGameInfo _network_game;
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NetworkGameList * _network_game_list;
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NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO,
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} NetworkJoinStatus;
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// language ids for server_lang and client_lang
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typedef enum {
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NETLANG_ANY = 0,
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NETLANG_ENGLISH = 1,
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NETLANG_GERMAN = 2,
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NETLANG_FRENCH = 3,
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} NetworkLanguage;
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VARDEF NetworkGameList *_network_game_list;
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VARDEF NetworkGameInfo _network_game_info;
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VARDEF NetworkPlayerInfo _network_player_info[MAX_PLAYERS];
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VARDEF NetworkClientInfo _network_client_info[MAX_CLIENT_INFO];
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VARDEF char _network_player_name[NETWORK_NAME_LENGTH];
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VARDEF char _network_default_ip[NETWORK_HOSTNAME_LENGTH];
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VARDEF uint16 _network_own_client_index;
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VARDEF uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode
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VARDEF uint32 _frame_counter_max; // To where we may go with our clients
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// networking settings
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VARDEF uint32 _network_ip_list[MAX_INTERFACES + 1]; // Network IPs
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VARDEF uint16 _network_game_count;
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VARDEF uint16 _network_lobby_company_count;
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VARDEF uint _network_client_port;
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VARDEF uint _network_server_port;
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VARDEF bool _is_network_server; // Does this client wants to be a network-server?
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VARDEF char _network_server_name[NETWORK_NAME_LENGTH];
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VARDEF uint16 _network_sync_freq;
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VARDEF uint8 _network_frame_freq;
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VARDEF uint32 _sync_seed_1, _sync_seed_2;
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VARDEF uint32 _sync_frame;
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VARDEF bool _network_first_time;
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// Vars needed for the join-GUI
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VARDEF NetworkJoinStatus _network_join_status;
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VARDEF uint8 _network_join_waiting;
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VARDEF uint16 _network_join_kbytes;
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VARDEF uint16 _network_join_kbytes_total;
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VARDEF char _network_last_host[NETWORK_HOSTNAME_LENGTH];
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VARDEF short _network_last_port;
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VARDEF uint32 _network_last_host_ip;
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VARDEF uint8 _network_reconnect;
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VARDEF bool _network_udp_server;
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VARDEF uint16 _network_udp_broadcast;
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#endif /* ENABLE_NETWORK */
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// Those variables must always be registered!
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VARDEF bool _networking;
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VARDEF bool _network_available; // is network mode available?
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VARDEF bool _network_server; // network-server is active
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VARDEF bool _network_dedicated; // are we a dedicated server?
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VARDEF byte _network_playas; // an id to play as..
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void ParseConnectionString(const byte **player, const byte **port, byte *connection_string);
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void NetworkUpdateClientInfo(uint16 client_index);
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#endif /* NETWORK_H */
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