- Remove the temporary synchronisation in during the map-transfer as this is no longer needed - The saved patches work just like the saved gameoptions. You have a _patches and a _patches_newgame struct. The _patches_newgame struct contains the values from the configuration file and thus the defaults for new games. When a new game is started or an older game is loaded, the default values are copied over to _patches to be used. When you load a game that has PATS saved, the default values are also loaded, but immediately overwritten by the values from the savegame. This ensures that player-based values are always taken from your personal preferences. - The current implementation also changes the default values if you change player-based settings in the game. For example changing window_snap_radius in a certain game will also change it for all next OpenTTD sessions. - The savegame version has been increased to 22. - The last 6 orso patches close the following reports: [ 1366446 ] different names for patches: all patch settings have the same name as in the configuration file and are reachable from the console. [ 1288024 ] Strange string on OTTD initial screen: configuration (and this includes patches) inputs are validated and clamped to their minimum/maximum values. [ 1423198 ] Make "Signals on Drive side" player, not server, based: this is only visual so current setting is to save it with the savegame but not synchronise in multiplayer. [ 1208070 ] Patches and New GRF options saved: apart from newgrf this is done
		
			
				
	
	
		
			236 lines
		
	
	
		
			7.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			236 lines
		
	
	
		
			7.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/* $Id$ */
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#ifndef NETWORK_DATA_H
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#define NETWORK_DATA_H
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#include "openttd.h"
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#include "network.h"
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#include "network_core.h"
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// Is the network enabled?
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#ifdef ENABLE_NETWORK
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#define SEND_MTU 1460
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#define MAX_TEXT_MSG_LEN 1024 /* long long long long sentences :-) */
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// The client-info-server-index is always 1
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#define NETWORK_SERVER_INDEX 1
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#define NETWORK_EMPTY_INDEX 0
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// What version of game-info do we use?
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#define NETWORK_GAME_INFO_VERSION 2
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// What version of company info is this?
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#define NETWORK_COMPANY_INFO_VERSION 3
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// What version of master-server-protocol do we use?
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#define NETWORK_MASTER_SERVER_VERSION 1
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typedef uint16 PacketSize;
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typedef struct Packet {
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	struct Packet *next;
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	PacketSize size;
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	PacketSize pos;
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	byte buffer[SEND_MTU];
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} Packet;
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typedef struct CommandPacket {
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	struct CommandPacket *next;
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	PlayerID player; /// player that is executing the command
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	uint32 cmd;    /// command being executed
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	uint32 p1;     /// parameter p1
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	uint32 p2;     /// parameter p2
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	TileIndex tile; /// tile command being executed on
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	char text[80];
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	uint32 frame;  /// the frame in which this packet is executed
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	byte callback; /// any callback function executed upon successful completion of the command
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} CommandPacket;
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typedef enum {
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	STATUS_INACTIVE,
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	STATUS_AUTH, // This means that the client is authorized
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	STATUS_MAP_WAIT, // This means that the client is put on hold because someone else is getting the map
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	STATUS_MAP,
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	STATUS_DONE_MAP,
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	STATUS_PRE_ACTIVE,
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	STATUS_ACTIVE,
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} ClientStatus;
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typedef enum {
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	MAP_PACKET_START,
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	MAP_PACKET_NORMAL,
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	MAP_PACKET_END,
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} MapPacket;
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typedef enum {
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	NETWORK_RECV_STATUS_OKAY,
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	NETWORK_RECV_STATUS_DESYNC,
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	NETWORK_RECV_STATUS_SAVEGAME,
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	NETWORK_RECV_STATUS_CONN_LOST,
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	NETWORK_RECV_STATUS_MALFORMED_PACKET,
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	NETWORK_RECV_STATUS_SERVER_ERROR, // The server told us we made an error
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	NETWORK_RECV_STATUS_SERVER_FULL,
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	NETWORK_RECV_STATUS_SERVER_BANNED,
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	NETWORK_RECV_STATUS_CLOSE_QUERY, // Done quering the server
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} NetworkRecvStatus;
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typedef enum {
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	NETWORK_ERROR_GENERAL, // Try to use thisone like never
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	// Signals from clients
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	NETWORK_ERROR_DESYNC,
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	NETWORK_ERROR_SAVEGAME_FAILED,
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	NETWORK_ERROR_CONNECTION_LOST,
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	NETWORK_ERROR_ILLEGAL_PACKET,
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	// Signals from servers
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	NETWORK_ERROR_NOT_AUTHORIZED,
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	NETWORK_ERROR_NOT_EXPECTED,
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	NETWORK_ERROR_WRONG_REVISION,
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	NETWORK_ERROR_NAME_IN_USE,
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	NETWORK_ERROR_WRONG_PASSWORD,
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	NETWORK_ERROR_PLAYER_MISMATCH, // Happens in CLIENT_COMMAND
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	NETWORK_ERROR_KICKED,
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	NETWORK_ERROR_CHEATER,
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	NETWORK_ERROR_FULL,
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} NetworkErrorCode;
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// Actions that can be used for NetworkTextMessage
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typedef enum {
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	NETWORK_ACTION_JOIN,
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	NETWORK_ACTION_LEAVE,
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	NETWORK_ACTION_CHAT,
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	NETWORK_ACTION_CHAT_PLAYER,
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	NETWORK_ACTION_CHAT_CLIENT,
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	NETWORK_ACTION_GIVE_MONEY,
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	NETWORK_ACTION_NAME_CHANGE,
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} NetworkAction;
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typedef enum {
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	NETWORK_GAME_PASSWORD,
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	NETWORK_COMPANY_PASSWORD,
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} NetworkPasswordType;
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// To keep the clients all together
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typedef struct NetworkClientState {
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	SOCKET socket;
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	uint16 index;
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	uint32 last_frame;
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	uint32 last_frame_server;
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	byte lag_test; // This byte is used for lag-testing the client
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	ClientStatus status;
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	bool writable; // is client ready to write to?
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	bool quited;
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	Packet *packet_queue; // Packets that are awaiting delivery
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	Packet *packet_recv; // Partially received packet
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	CommandPacket *command_queue; // The command-queue awaiting delivery
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} NetworkClientState;
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// What packet types are there
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// WARNING: The first 3 packets can NEVER change order again
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//   it protects old clients from joining newer servers (because SERVER_ERROR
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//   is the respond to a wrong revision)
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typedef enum {
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	PACKET_SERVER_FULL,
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	PACKET_SERVER_BANNED,
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	PACKET_CLIENT_JOIN,
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	PACKET_SERVER_ERROR,
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	PACKET_CLIENT_COMPANY_INFO,
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	PACKET_SERVER_COMPANY_INFO,
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	PACKET_SERVER_CLIENT_INFO,
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	PACKET_SERVER_NEED_PASSWORD,
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	PACKET_CLIENT_PASSWORD,
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	PACKET_SERVER_WELCOME,
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	PACKET_CLIENT_GETMAP,
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	PACKET_SERVER_WAIT,
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	PACKET_SERVER_MAP,
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	PACKET_CLIENT_MAP_OK,
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	PACKET_SERVER_JOIN,
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	PACKET_SERVER_FRAME,
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	PACKET_SERVER_SYNC,
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	PACKET_CLIENT_ACK,
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	PACKET_CLIENT_COMMAND,
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	PACKET_SERVER_COMMAND,
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	PACKET_CLIENT_CHAT,
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	PACKET_SERVER_CHAT,
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	PACKET_CLIENT_SET_PASSWORD,
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	PACKET_CLIENT_SET_NAME,
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	PACKET_CLIENT_QUIT,
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	PACKET_CLIENT_ERROR,
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	PACKET_SERVER_QUIT,
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	PACKET_SERVER_ERROR_QUIT,
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	PACKET_SERVER_SHUTDOWN,
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	PACKET_SERVER_NEWGAME,
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	PACKET_SERVER_RCON,
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	PACKET_CLIENT_RCON,
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	PACKET_END // Should ALWAYS be on the end of this list!! (period)
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} PacketType;
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typedef enum {
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	DESTTYPE_BROADCAST,
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	DESTTYPE_PLAYER,
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	DESTTYPE_CLIENT
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} DestType;
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CommandPacket *_local_command_queue;
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SOCKET _udp_client_socket; // udp client socket
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SOCKET _udp_server_socket; // udp server socket
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SOCKET _udp_master_socket; // udp master socket
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// Here we keep track of the clients
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//  (and the client uses [0] for his own communication)
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NetworkClientState _clients[MAX_CLIENTS];
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#define DEREF_CLIENT(i) (&_clients[i])
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// This returns the NetworkClientInfo from a NetworkClientState
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#define DEREF_CLIENT_INFO(cs) (&_network_client_info[cs - _clients])
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// Macros to make life a bit more easier
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#define DEF_CLIENT_RECEIVE_COMMAND(type) NetworkRecvStatus NetworkPacketReceive_ ## type ## _command(Packet *p)
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#define DEF_CLIENT_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command(void)
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#define DEF_CLIENT_SEND_COMMAND_PARAM(type) void NetworkPacketSend_ ## type ## _command
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#define DEF_SERVER_RECEIVE_COMMAND(type) void NetworkPacketReceive_ ## type ## _command(NetworkClientState *cs, Packet *p)
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#define DEF_SERVER_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command(NetworkClientState *cs)
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#define DEF_SERVER_SEND_COMMAND_PARAM(type) void NetworkPacketSend_ ## type ## _command
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#define SEND_COMMAND(type) NetworkPacketSend_ ## type ## _command
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#define RECEIVE_COMMAND(type) NetworkPacketReceive_ ## type ## _command
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#define FOR_ALL_CLIENTS(cs) for (cs = _clients; cs != &_clients[MAX_CLIENTS] && cs->socket != INVALID_SOCKET; cs++)
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Packet *NetworkSend_Init(PacketType type);
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void NetworkSend_uint8(Packet *packet, uint8 data);
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void NetworkSend_uint16(Packet *packet, uint16 data);
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void NetworkSend_uint32(Packet *packet, uint32 data);
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void NetworkSend_uint64(Packet *packet, uint64 data);
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void NetworkSend_string(Packet *packet, const char* data);
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void NetworkSend_Packet(Packet *packet, NetworkClientState *cs);
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uint8 NetworkRecv_uint8(NetworkClientState *cs, Packet *packet);
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uint16 NetworkRecv_uint16(NetworkClientState *cs, Packet *packet);
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uint32 NetworkRecv_uint32(NetworkClientState *cs, Packet *packet);
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uint64 NetworkRecv_uint64(NetworkClientState *cs, Packet *packet);
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void NetworkRecv_string(NetworkClientState *cs, Packet *packet, char* buffer, size_t size);
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Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status);
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bool NetworkSend_Packets(NetworkClientState *cs);
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void NetworkExecuteCommand(CommandPacket *cp);
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void NetworkAddCommandQueue(NetworkClientState *cs, CommandPacket *cp);
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// from network.c
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void NetworkCloseClient(NetworkClientState *cs);
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void CDECL NetworkTextMessage(NetworkAction action, uint16 color, bool self_send, const char *name, const char *str, ...);
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void NetworkGetClientName(char *clientname, size_t size, const NetworkClientState *cs);
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uint NetworkCalculateLag(const NetworkClientState *cs);
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byte NetworkGetCurrentLanguageIndex(void);
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NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index);
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NetworkClientInfo *NetworkFindClientInfoFromIP(const char *ip);
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NetworkClientState *NetworkFindClientStateFromIndex(uint16 client_index);
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unsigned long NetworkResolveHost(const char *hostname);
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#endif /* ENABLE_NETWORK */
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#endif /* NETWORK_DATA_H */
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