(svn r13343) -Codechange: reorder/move variable/functions in the network headers so that nothing from the network directory needs to include basically all network headers.

This commit is contained in:
rubidium
2008-05-30 18:20:26 +00:00
parent 026afc097a
commit bae02e8c67
32 changed files with 457 additions and 358 deletions

View File

@@ -7,10 +7,13 @@
#ifdef ENABLE_NETWORK
#include "../player_type.h"
#include "../economy_type.h"
#include "network.h"
#include "network_func.h"
#include "core/os_abstraction.h"
#include "core/core.h"
#include "core/config.h"
#include "core/game.h"
#include "core/packet.h"
#include "core/tcp.h"
/**
* If this line is enable, every frame will have a sync test
@@ -29,50 +32,14 @@
*/
//#define NETWORK_SEND_DOUBLE_SEED
#define MAX_TEXT_MSG_LEN 1024 /* long long long long sentences :-) */
enum {
/**
* 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
*/
MAX_CLIENTS = MAX_PLAYERS + 3,
/** Do not change this next line. It should _ALWAYS_ be MAX_CLIENTS + 1 */
MAX_CLIENT_INFO = MAX_CLIENTS + 1,
/** Maximum number of internet interfaces supported. */
MAX_INTERFACES = 9,
/** How many vehicle/station types we put over the network */
NETWORK_VEHICLE_TYPES = 5,
NETWORK_STATION_TYPES = 5,
enum MapPacket {
MAP_PACKET_START,
MAP_PACKET_NORMAL,
MAP_PACKET_END,
};
struct NetworkPlayerInfo {
char company_name[NETWORK_NAME_LENGTH]; ///< Company name
char password[NETWORK_PASSWORD_LENGTH]; ///< The password for the player
Year inaugurated_year; ///< What year the company started in
Money company_value; ///< The company value
Money money; ///< The amount of money the company has
Money income; ///< How much did the company earned last year
uint16 performance; ///< What was his performance last month?
bool use_password; ///< Is there a password
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
};
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
PlayerID client_playas; ///< As which player is this client playing (PlayerID)
uint32 client_ip; ///< IP-address of the client (so he can be banned)
Date join_date; ///< Gamedate the player has joined
char unique_id[NETWORK_UNIQUE_ID_LENGTH]; ///< Every play sends an unique id so we can indentify him
};
enum NetworkJoinStatus {
NETWORK_JOIN_STATUS_CONNECTING,
@@ -126,70 +93,83 @@ enum NetworkLanguage {
NETLANG_COUNT
};
VARDEF NetworkGameInfo _network_game_info;
VARDEF NetworkPlayerInfo _network_player_info[MAX_PLAYERS];
VARDEF NetworkClientInfo _network_client_info[MAX_CLIENT_INFO];
#define VARDEF extern
VARDEF uint16 _network_own_client_index;
extern NetworkGameInfo _network_game_info;
extern NetworkPlayerInfo _network_player_info[MAX_PLAYERS];
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
extern uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode
extern uint32 _frame_counter_max; // To where we may go with our clients
VARDEF uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients.
extern uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients.
// networking settings
VARDEF uint32 _broadcast_list[MAX_INTERFACES + 1];
extern uint32 _broadcast_list[MAX_INTERFACES + 1];
VARDEF uint32 _network_server_bind_ip;
VARDEF bool _is_network_server; // Does this client wants to be a network-server?
extern uint32 _network_server_bind_ip;
VARDEF uint16 _redirect_console_to_client;
VARDEF uint32 _sync_seed_1, _sync_seed_2;
VARDEF uint32 _sync_frame;
VARDEF bool _network_first_time;
extern uint32 _sync_seed_1, _sync_seed_2;
extern uint32 _sync_frame;
extern 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;
extern NetworkJoinStatus _network_join_status;
extern uint8 _network_join_waiting;
extern uint16 _network_join_kbytes;
extern uint16 _network_join_kbytes_total;
VARDEF uint32 _network_last_host_ip;
VARDEF uint8 _network_reconnect;
extern uint32 _network_last_host_ip;
extern uint8 _network_reconnect;
VARDEF bool _network_udp_server;
VARDEF uint16 _network_udp_broadcast;
extern bool _network_udp_server;
extern uint16 _network_udp_broadcast;
VARDEF bool _network_need_advertise;
VARDEF uint32 _network_last_advertise_frame;
VARDEF uint8 _network_advertise_retries;
extern uint8 _network_advertise_retries;
// 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];
void NetworkTCPQueryServer(const char* host, unsigned short port);
byte NetworkSpectatorCount();
VARDEF char *_network_host_list[10];
VARDEF char *_network_ban_list[25];
void ParseConnectionString(const char **player, const char **port, char *connection_string);
void NetworkUpdateClientInfo(uint16 client_index);
void NetworkAddServer(const char *b);
void NetworkRebuildHostList();
bool NetworkChangeCompanyPassword(byte argc, char *argv[]);
void NetworkPopulateCompanyInfo();
void UpdateNetworkGameWindow(bool unselect);
void CheckMinPlayers();
void NetworkStartDebugLog(const char *hostname, uint16 port);
void NetworkUDPCloseAll();
void NetworkGameLoop();
void NetworkUDPGameLoop();
bool NetworkServerStart();
bool NetworkClientConnectGame(const char *host, uint16 port);
void NetworkReboot();
void NetworkDisconnect();
bool IsNetworkCompatibleVersion(const char *version);
void NetworkExecuteCommand(CommandPacket *cp);
void NetworkAddCommandQueue(NetworkTCPSocketHandler *cs, CommandPacket *cp);
// from network.c
void NetworkCloseClient(NetworkTCPSocketHandler *cs);
void CDECL NetworkTextMessage(NetworkAction action, ConsoleColour 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();
NetworkTCPSocketHandler *NetworkFindClientStateFromIndex(uint16 client_index);
unsigned long NetworkResolveHost(const char *hostname);
char* GetNetworkErrorMsg(char* buf, NetworkErrorCode err, const char* last);
bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH]);
#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++)
#endif /* ENABLE_NETWORK */
#endif /* NETWORK_INTERNAL_H */