 5e28fb8f97
			
		
	
	5e28fb8f97
	
	
	
		
			
			When enabled, empty companies (companies with no active clients) with no password are declared bankrupt after 1 year of emptyness. For empty companies with password, the password is removed after 3 years of emptyness. The delay of removing company/password can be configured via: - 'set autoclean_protected <months>' - 'set autoclean_unprotected <months>'
		
			
				
	
	
		
			196 lines
		
	
	
		
			7.8 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			196 lines
		
	
	
		
			7.8 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| #ifndef NETWORK_H
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| #define NETWORK_H
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| 
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| #include "network_core.h"
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| #define NOREV_STRING "norev000"
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| 
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| #ifdef ENABLE_NETWORK
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| 
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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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| 
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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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| 
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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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| 
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| 
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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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| 
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| /* Stuff for the master-server */
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| #define NETWORK_MASTER_SERVER_PORT 3978
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| #define NETWORK_MASTER_SERVER_HOST "master.openttd.org"
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| #define NETWORK_MASTER_SERVER_WELCOME_MESSAGE "OpenTTDRegister"
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| 
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| #define NETWORK_DEFAULT_PORT 3979
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| 
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| #define MAX_INTERFACES 9
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| 
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| 
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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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| 
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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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| 
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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[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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| 
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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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| 	uint16 months_empty;														// How many months the company is empty
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| } NetworkPlayerInfo;
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| 
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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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| 	char unique_id[NETWORK_NAME_LENGTH];						// Every play sends an unique id so we can indentify him
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| } NetworkClientInfo;
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| 
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| typedef struct NetworkGameList {
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| 	NetworkGameInfo info;
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| 	uint32 ip;
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| 	uint16 port;
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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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| 
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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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| 	NETWORK_JOIN_STATUS_REGISTERING,
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| 
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| 	NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO,
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| } NetworkJoinStatus;
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| 
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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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| 
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| VARDEF NetworkGameList *_network_game_list;
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| 
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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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| 
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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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| 
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| VARDEF uint16 _network_own_client_index;
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| VARDEF char _network_unique_id[NETWORK_NAME_LENGTH]; // Our own unique ID
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| 
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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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| 
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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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| 
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| VARDEF uint16 _network_lobby_company_count;
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| 
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| VARDEF uint _network_server_port;
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| /* We use bind_ip and bind_ip_host, where bind_ip_host is the readable form of
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|     bind_ip_host, and bind_ip the numeric value, because we want a nice number
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|     in the openttd.cfg, but we wants to use the uint32 internally.. */
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| VARDEF uint32 _network_server_bind_ip;
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| VARDEF char _network_server_bind_ip_host[NETWORK_HOSTNAME_LENGTH];
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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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| 
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| VARDEF uint16 _network_sync_freq;
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| VARDEF uint8 _network_frame_freq;
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| 
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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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| 
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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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| 
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| VARDEF bool _network_udp_server;
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| VARDEF uint16 _network_udp_broadcast;
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| 
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| VARDEF bool _network_advertise;
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| VARDEF uint16 _network_last_advertise_date;
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| 
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| VARDEF bool _network_autoclean_companies;
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| VARDEF uint8 _network_autoclean_unprotected; // Remove a company after X months
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| VARDEF uint8 _network_autoclean_protected;   // Unprotect a company after X months
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| 
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| #endif /* ENABLE_NETWORK */
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| 
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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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| 
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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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| 
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| #endif /* NETWORK_H */
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