(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.

pull/155/head
rubidium 16 years ago
parent 026afc097a
commit bae02e8c67

@ -1140,7 +1140,7 @@
>
</File>
<File
RelativePath=".\..\src\network\network_data.h"
RelativePath=".\..\src\network\network_func.h"
>
</File>
<File
@ -1159,6 +1159,10 @@
RelativePath=".\..\src\network\network_server.h"
>
</File>
<File
RelativePath=".\..\src\network\network_type.h"
>
</File>
<File
RelativePath=".\..\src\network\network_udp.h"
>

@ -1137,7 +1137,7 @@
>
</File>
<File
RelativePath=".\..\src\network\network_data.h"
RelativePath=".\..\src\network\network_func.h"
>
</File>
<File
@ -1156,6 +1156,10 @@
RelativePath=".\..\src\network\network_server.h"
>
</File>
<File
RelativePath=".\..\src\network\network_type.h"
>
</File>
<File
RelativePath=".\..\src\network\network_udp.h"
>

@ -210,11 +210,12 @@ music.h
namegen_func.h
network/network.h
network/network_client.h
network/network_data.h
network/network_func.h
network/network_gamelist.h
network/network_gui.h
network/network_internal.h
network/network_server.h
network/network_type.h
network/network_udp.h
newgrf.h
newgrf_callbacks.h

@ -3,13 +3,13 @@
/** @file console.cpp Handling of the in-game console. */
#include "stdafx.h"
#include "console_internal.h"
#include "network/network_data.h"
#include "network/network_server.h"
#include "core/alloc_func.hpp"
#include "string_func.h"
#include "strings_type.h"
#include "core/math_func.hpp"
#include "console_internal.h"
#include "network/network.h"
#include "network/network_func.h"
#include "rev.h"
#include <stdarg.h>
@ -92,7 +92,7 @@ void IConsolePrint(ConsoleColour color_code, const char *string)
#ifdef ENABLE_NETWORK
if (_redirect_console_to_client != 0) {
/* Redirect the string to the client */
SEND_COMMAND(PACKET_SERVER_RCON)(NetworkFindClientStateFromIndex(_redirect_console_to_client), color_code, string);
NetworkServerSendRcon(_redirect_console_to_client, color_code, string);
return;
}
#endif

@ -10,17 +10,14 @@
#include "landscape.h"
#include "saveload.h"
#include "variables.h"
#include "network/network_data.h"
#include "network/network_client.h"
#include "network/network_server.h"
#include "network/network_udp.h"
#include "network/network.h"
#include "network/network_func.h"
#include "command_func.h"
#include "settings_func.h"
#include "fios.h"
#include "fileio.h"
#include "screenshot.h"
#include "genworld.h"
#include "network/network.h"
#include "strings_func.h"
#include "viewport_func.h"
#include "window_func.h"
@ -425,8 +422,8 @@ DEF_CONSOLE_CMD(ConBan)
}
if (ci != NULL) {
banip = inet_ntoa(*(struct in_addr *)&ci->client_ip);
SEND_COMMAND(PACKET_SERVER_ERROR)(NetworkFindClientStateFromIndex(index), NETWORK_ERROR_KICKED);
banip = GetPlayerIP(ci);
NetworkServerSendError(index, NETWORK_ERROR_KICKED);
IConsolePrint(CC_DEFAULT, "Client banned");
} else {
IConsolePrint(CC_DEFAULT, "Client not online, banned IP");
@ -539,43 +536,19 @@ DEF_CONSOLE_CMD(ConRcon)
if (_network_server) {
IConsoleCmdExec(argv[2]);
} else {
SEND_COMMAND(PACKET_CLIENT_RCON)(argv[1], argv[2]);
NetworkClientSendRcon(argv[1], argv[2]);
}
return true;
}
DEF_CONSOLE_CMD(ConStatus)
{
static const char* const stat_str[] = {
"inactive",
"authorizing",
"authorized",
"waiting",
"loading map",
"map done",
"ready",
"active"
};
NetworkTCPSocketHandler *cs;
if (argc == 0) {
IConsoleHelp("List the status of all clients connected to the server. Usage 'status'");
return true;
}
FOR_ALL_CLIENTS(cs) {
int lag = NetworkCalculateLag(cs);
const NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs);
const char* status;
status = (cs->status < (ptrdiff_t)lengthof(stat_str) ? stat_str[cs->status] : "unknown");
IConsolePrintF(CC_INFO, "Client #%1d name: '%s' status: '%s' frame-lag: %3d company: %1d IP: %s unique-id: '%s'",
cs->index, ci->client_name, status, lag,
ci->client_playas + (IsValidPlayer(ci->client_playas) ? 1 : 0),
GetPlayerIP(ci), ci->unique_id);
}
NetworkServerShowStatusToConsole();
return true;
}
@ -629,7 +602,7 @@ DEF_CONSOLE_CMD(ConKick)
}
if (ci != NULL) {
SEND_COMMAND(PACKET_SERVER_ERROR)(NetworkFindClientStateFromIndex(index), NETWORK_ERROR_KICKED);
NetworkServerSendError(index, NETWORK_ERROR_KICKED);
} else {
IConsoleError("Client not found");
}
@ -640,8 +613,6 @@ DEF_CONSOLE_CMD(ConKick)
DEF_CONSOLE_CMD(ConResetCompany)
{
const Player *p;
NetworkTCPSocketHandler *cs;
const NetworkClientInfo *ci;
PlayerID index;
if (argc == 0) {
@ -672,15 +643,11 @@ DEF_CONSOLE_CMD(ConResetCompany)
return true;
}
/* Check if the company has active players */
FOR_ALL_CLIENTS(cs) {
ci = DEREF_CLIENT_INFO(cs);
if (ci->client_playas == index) {
IConsoleError("Cannot remove company: a client is connected to that company.");
return true;
}
if (NetworkCompanyHasPlayers(index)) {
IConsoleError("Cannot remove company: a client is connected to that company.");
return false;
}
ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
const NetworkClientInfo *ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
if (ci->client_playas == index) {
IConsoleError("Cannot remove company: the server is connected to that company.");
return true;
@ -1187,9 +1154,9 @@ DEF_CONSOLE_CMD(ConSay)
if (argc != 2) return false;
if (!_network_server) {
SEND_COMMAND(PACKET_CLIENT_CHAT)(NETWORK_ACTION_CHAT, DESTTYPE_BROADCAST, 0 /* param does not matter */, argv[1]);
NetworkClientSendChat(NETWORK_ACTION_CHAT, DESTTYPE_BROADCAST, 0 /* param does not matter */, argv[1]);
} else {
NetworkServer_HandleChat(NETWORK_ACTION_CHAT, DESTTYPE_BROADCAST, 0, argv[1], NETWORK_SERVER_INDEX);
NetworkServerSendChat(NETWORK_ACTION_CHAT, DESTTYPE_BROADCAST, 0, argv[1], NETWORK_SERVER_INDEX);
}
return true;
@ -1241,9 +1208,9 @@ DEF_CONSOLE_CMD(ConSayPlayer)
}
if (!_network_server) {
SEND_COMMAND(PACKET_CLIENT_CHAT)(NETWORK_ACTION_CHAT_COMPANY, DESTTYPE_TEAM, atoi(argv[1]), argv[2]);
NetworkClientSendChat(NETWORK_ACTION_CHAT_COMPANY, DESTTYPE_TEAM, atoi(argv[1]), argv[2]);
} else {
NetworkServer_HandleChat(NETWORK_ACTION_CHAT_COMPANY, DESTTYPE_TEAM, atoi(argv[1]), argv[2], NETWORK_SERVER_INDEX);
NetworkServerSendChat(NETWORK_ACTION_CHAT_COMPANY, DESTTYPE_TEAM, atoi(argv[1]), argv[2], NETWORK_SERVER_INDEX);
}
return true;
@ -1260,9 +1227,9 @@ DEF_CONSOLE_CMD(ConSayClient)
if (argc != 3) return false;
if (!_network_server) {
SEND_COMMAND(PACKET_CLIENT_CHAT)(NETWORK_ACTION_CHAT_CLIENT, DESTTYPE_CLIENT, atoi(argv[1]), argv[2]);
NetworkClientSendChat(NETWORK_ACTION_CHAT_CLIENT, DESTTYPE_CLIENT, atoi(argv[1]), argv[2]);
} else {
NetworkServer_HandleChat(NETWORK_ACTION_CHAT_CLIENT, DESTTYPE_CLIENT, atoi(argv[1]), argv[2], NETWORK_SERVER_INDEX);
NetworkServerSendChat(NETWORK_ACTION_CHAT_CLIENT, DESTTYPE_CLIENT, atoi(argv[1]), argv[2], NETWORK_SERVER_INDEX);
}
return true;
@ -1291,7 +1258,7 @@ bool NetworkChangeCompanyPassword(byte argc, char *argv[])
ttd_strlcpy(_network_player_info[_local_player].password, argv[0], sizeof(_network_player_info[_local_player].password));
if (!_network_server) {
SEND_COMMAND(PACKET_CLIENT_SET_PASSWORD)(_network_player_info[_local_player].password);
NetworkClientSetPassword();
} else {
HashCurrentCompanyPassword();
}

@ -7,8 +7,7 @@
#include "variables.h"
#include "settings_type.h"
#include "network/network.h"
#include "network/network_data.h"
#include "network/network_server.h"
#include "network/network_func.h"
#include "currency.h"
#include "window_func.h"
#include "functions.h"
@ -268,7 +267,9 @@ void IncreaseDate()
TownsMonthlyLoop();
IndustryMonthlyLoop();
StationMonthlyLoop();
#ifdef ENABLE_NETWORK
if (_network_server) NetworkServerMonthlyLoop();
#endif /* ENABLE_NETWORK */
}
/* check if we entered a new year? */
@ -281,7 +282,9 @@ void IncreaseDate()
RoadVehiclesYearlyLoop();
AircraftYearlyLoop();
ShipsYearlyLoop();
#ifdef ENABLE_NETWORK
if (_network_server) NetworkServerYearlyLoop();
#endif /* ENABLE_NETWORK */
if (_cur_year == _settings_client.gui.semaphore_build_before) ResetSignalVariant();

@ -14,7 +14,7 @@
#include "town.h"
#include "news_func.h"
#include "network/network.h"
#include "network/network_data.h"
#include "network/network_func.h"
#include "variables.h"
#include "vehicle_gui.h"
#include "ai/ai.h"
@ -488,25 +488,7 @@ static void ChangeNetworkOwner(PlayerID current_player, PlayerID new_player)
if (!_network_server) return;
/* The server has to handle all administrative issues, for example
* updating and notifying all clients of what has happened */
NetworkTCPSocketHandler *cs;
NetworkClientInfo *ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
/* The server has just changed from player */
if (current_player == ci->client_playas) {
ci->client_playas = new_player;
NetworkUpdateClientInfo(NETWORK_SERVER_INDEX);
}
/* Find all clients that were in control of this company, and mark them as new_player */
FOR_ALL_CLIENTS(cs) {
ci = DEREF_CLIENT_INFO(cs);
if (current_player == ci->client_playas) {
ci->client_playas = new_player;
NetworkUpdateClientInfo(ci->client_index);
}
}
NetworkServerChangeOwner(current_player, new_player);
#endif /* ENABLE_NETWORK */
}

@ -25,7 +25,6 @@
#include "industry_map.h"
#include "station_map.h"
#include "water_map.h"
#include "network/network.h"
#include "yapf/yapf.h"
#include "newgrf_callbacks.h"
#include "newgrf_engine.h"

@ -34,9 +34,7 @@
#include "tilehighlight_func.h"
#include "network/network.h"
#include "network/network_data.h"
#include "network/network_client.h"
#include "network/network_server.h"
#include "network/network_func.h"
#include "network/network_gui.h"
#include "table/sprites.h"
@ -55,9 +53,9 @@ void CcGiveMoney(bool success, TileIndex tile, uint32 p1, uint32 p2)
snprintf(msg, sizeof(msg), "%d", p1);
if (!_network_server) {
SEND_COMMAND(PACKET_CLIENT_CHAT)(NETWORK_ACTION_GIVE_MONEY, DESTTYPE_TEAM, p2, msg);
NetworkClientSendChat(NETWORK_ACTION_GIVE_MONEY, DESTTYPE_TEAM, p2, msg);
} else {
NetworkServer_HandleChat(NETWORK_ACTION_GIVE_MONEY, DESTTYPE_TEAM, p2, msg, NETWORK_SERVER_INDEX);
NetworkServerSendChat(NETWORK_ACTION_GIVE_MONEY, DESTTYPE_TEAM, p2, msg, NETWORK_SERVER_INDEX);
}
#endif /* ENABLE_NETWORK */
}

@ -62,7 +62,7 @@ public:
* Whether this socket is currently bound to a socket.
* @return true when the socket is bound, false otherwise
*/
bool IsConnected() { return this->sock != INVALID_SOCKET; }
bool IsConnected() const { return this->sock != INVALID_SOCKET; }
/**
* Whether the current client connected to the socket has quit.
@ -70,7 +70,7 @@ public:
* data), the socket in not closed; only the packet is dropped.
* @return true when the current client has quit, false otherwise
*/
bool HasClientQuit() { return this->has_quit; }
bool HasClientQuit() const { return this->has_quit; }
void Send_GRFIdentifier(Packet *p, const GRFIdentifier *grf);
void Recv_GRFIdentifier(Packet *p, GRFIdentifier *grf);

@ -11,7 +11,7 @@
#include "../../openttd.h"
#include "../../variables.h"
#include "../network_data.h"
#include "../network_internal.h"
#include "packet.h"
#include "tcp.h"

@ -3,7 +3,7 @@
/** @file network.cpp Base functions for networking support. */
#include "../stdafx.h"
#include "network_data.h"
#include "../player_type.h"
#ifdef ENABLE_NETWORK
@ -15,6 +15,7 @@
#include "../variables.h"
#include "../date_func.h"
#include "../newgrf_config.h"
#include "network_internal.h"
#include "network_client.h"
#include "network_server.h"
#include "network_udp.h"
@ -38,7 +39,6 @@
#ifdef DEBUG_DUMP_COMMANDS
#include "../core/alloc_func.hpp"
#endif /* DEBUG_DUMP_COMMANDS */
#include "table/strings.h"
bool _network_reload_cfg;
@ -46,6 +46,29 @@ bool _network_server; ///< network-server is active
bool _network_available; ///< is network mode available?
bool _network_dedicated; ///< are we a dedicated server?
bool _network_advertise; ///< is the server advertising to the master server?
bool _is_network_server; ///< Does this client wants to be a network-server?
NetworkGameInfo _network_game_info;
NetworkPlayerInfo _network_player_info[MAX_PLAYERS];
NetworkClientInfo _network_client_info[MAX_CLIENT_INFO];
uint16 _network_own_client_index;
uint16 _redirect_console_to_client;
bool _network_need_advertise;
uint32 _network_last_advertise_frame;
uint8 _network_reconnect;
char *_network_host_list[10];
char *_network_ban_list[25];
uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode
uint32 _frame_counter_max; // To where we may go with our clients
uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients.
uint32 _broadcast_list[MAX_INTERFACES + 1];
uint32 _network_server_bind_ip;
uint32 _sync_seed_1, _sync_seed_2;
uint32 _sync_frame;
bool _network_first_time;
uint32 _network_last_host_ip;
bool _network_udp_server;
uint16 _network_udp_broadcast;
uint8 _network_advertise_retries;
/* Check whether NETWORK_NUM_LANDSCAPES is still in sync with NUM_LANDSCAPE */
assert_compile((int)NETWORK_NUM_LANDSCAPES == (int)NUM_LANDSCAPE);
@ -337,13 +360,13 @@ void CheckMinPlayers()
_min_players_paused = true;
DoCommandP(0, 1, 0, NULL, CMD_PAUSE);
NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game paused (not enough players)", NETWORK_SERVER_INDEX);
NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game paused (not enough players)", NETWORK_SERVER_INDEX);
} else {
if (!_min_players_paused) return;
_min_players_paused = false;
DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused (enough players)", NETWORK_SERVER_INDEX);
NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused (enough players)", NETWORK_SERVER_INDEX);
}
}
@ -664,7 +687,7 @@ void NetworkCloseClient(NetworkTCPSocketHandler *cs)
/* When the client was PRE_ACTIVE, the server was in pause mode, so unpause */
if (cs->status == STATUS_PRE_ACTIVE && _settings_client.network.pause_on_join) {
DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused", NETWORK_SERVER_INDEX);
NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused", NETWORK_SERVER_INDEX);
}
cs->Destroy();

@ -17,6 +17,7 @@ extern bool _network_server; ///< network-server is active
extern bool _network_available; ///< is network mode available?
extern bool _network_dedicated; ///< are we a dedicated server?
extern bool _network_advertise; ///< is the server advertising to the master server?
extern bool _is_network_server; ///< Does this client wants to be a network-server?
#else /* ENABLE_NETWORK */
/* Network function stubs when networking is disabled */
@ -29,6 +30,7 @@ static inline void NetworkShutDown() {}
#define _network_available 0
#define _network_dedicated 0
#define _network_advertise 0
#define _is_network_server 0
#endif /* ENABLE_NETWORK */

@ -7,7 +7,7 @@
#include "../stdafx.h"
#include "../debug.h"
#include "../openttd.h"
#include "network_data.h"
#include "network_internal.h"
#include "core/tcp.h"
#include "network_client.h"
#include "network_gamelist.h"
@ -938,4 +938,39 @@ NetworkRecvStatus NetworkClient_ReadPackets(NetworkTCPSocketHandler *cs)
return res;
}
void NetworkClientSendRcon(const char *password, const char *command)
{
SEND_COMMAND(PACKET_CLIENT_RCON)(password, command);
}
void NetworkUpdatePlayerName()
{
NetworkClientInfo *ci = NetworkFindClientInfoFromIndex(_network_own_client_index);
if (ci == NULL) return;
/* Don't change the name if it is the same as the old name */
if (strcmp(ci->client_name, _settings_client.network.player_name) != 0) {
if (!_network_server) {
SEND_COMMAND(PACKET_CLIENT_SET_NAME)(_settings_client.network.player_name);
} else {
if (NetworkFindName(_settings_client.network.player_name)) {
NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, "%s", _settings_client.network.player_name);
ttd_strlcpy(ci->client_name, _settings_client.network.player_name, sizeof(ci->client_name));
NetworkUpdateClientInfo(NETWORK_SERVER_INDEX);
}
}
}
}
void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg)
{
SEND_COMMAND(PACKET_CLIENT_CHAT)(action, type, dest, msg);
}
void NetworkClientSetPassword()
{
SEND_COMMAND(PACKET_CLIENT_SET_PASSWORD)(_network_player_info[_local_player].password);
}
#endif /* ENABLE_NETWORK */

@ -6,7 +6,7 @@
#include "../stdafx.h"
#include "../debug.h"
#include "network_data.h"
#include "network_internal.h"
#include "network_client.h"
#include "../command_func.h"
#include "../callback_table.h"

@ -1,121 +0,0 @@
/* $Id$ */
/** @file network_data.h Internal functions. */
#ifndef NETWORK_DATA_H
#define NETWORK_DATA_H
#include "../openttd.h"
#include "../console_type.h"
#include "network.h"
#include "network_internal.h"
// Is the network enabled?
#ifdef ENABLE_NETWORK
#include "core/os_abstraction.h"
#include "core/core.h"
#include "core/config.h"
#include "core/packet.h"
#include "core/tcp.h"
#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
enum MapPacket {
MAP_PACKET_START,
MAP_PACKET_NORMAL,
MAP_PACKET_END,
};
enum NetworkErrorCode {
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,
NETWORK_ERROR_NEWGRF_MISMATCH,
// 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,
NETWORK_ERROR_FULL,
};
// Actions that can be used for NetworkTextMessage
enum NetworkAction {
NETWORK_ACTION_JOIN,
NETWORK_ACTION_LEAVE,
NETWORK_ACTION_SERVER_MESSAGE,
NETWORK_ACTION_CHAT,
NETWORK_ACTION_CHAT_COMPANY,
NETWORK_ACTION_CHAT_CLIENT,
NETWORK_ACTION_GIVE_MONEY,
NETWORK_ACTION_NAME_CHANGE,
};
enum NetworkPasswordType {
NETWORK_GAME_PASSWORD,
NETWORK_COMPANY_PASSWORD,
};
enum DestType {
DESTTYPE_BROADCAST, ///< Send message/notice to all players (All)
DESTTYPE_TEAM, ///< Send message/notice to everyone playing the same company (Team)
DESTTYPE_CLIENT, ///< Send message/notice to only a certain player (Private)
};
// 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];
#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++)
#define FOR_ALL_ACTIVE_CLIENT_INFOS(ci) for (ci = _network_client_info; ci != endof(_network_client_info); ci++) if (ci->client_index != NETWORK_EMPTY_INDEX)
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();
NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index);
NetworkClientInfo *NetworkFindClientInfoFromIP(const char *ip);
NetworkTCPSocketHandler *NetworkFindClientStateFromIndex(uint16 client_index);
unsigned long NetworkResolveHost(const char *hostname);
char* GetNetworkErrorMsg(char* buf, NetworkErrorCode err, const char* last);
#endif /* ENABLE_NETWORK */
#endif /* NETWORK_DATA_H */

@ -0,0 +1,63 @@
/* $Id$ */
/** @file network_internal.h Variables and function used internally. */
#ifndef NETWORK_FUNC_H
#define NETWORK_FUNC_H
#ifdef ENABLE_NETWORK
#include "network_type.h"
#include "../console_type.h"
extern NetworkGameInfo _network_game_info;
extern NetworkPlayerInfo _network_player_info[MAX_PLAYERS];
extern NetworkClientInfo _network_client_info[MAX_CLIENT_INFO];
extern uint16 _network_own_client_index;
extern uint16 _redirect_console_to_client;
extern bool _network_need_advertise;
extern uint32 _network_last_advertise_frame;
extern uint8 _network_reconnect;
extern char *_network_host_list[10];
extern char *_network_ban_list[25];
byte NetworkSpectatorCount();
void CheckMinPlayers();
void NetworkUpdatePlayerName();
bool NetworkCompanyHasPlayers(PlayerID company);
bool NetworkChangeCompanyPassword(byte argc, char *argv[]);
void NetworkReboot();
void NetworkDisconnect();
void NetworkGameLoop();
void NetworkUDPGameLoop();
void NetworkUDPCloseAll();
void ParseConnectionString(const char **player, const char **port, char *connection_string);
void NetworkStartDebugLog(const char *hostname, uint16 port);
void NetworkPopulateCompanyInfo();
void NetworkUpdateClientInfo(uint16 client_index);
bool NetworkClientConnectGame(const char *host, uint16 port);
void NetworkClientSendRcon(const char *password, const char *command);
void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg);
void NetworkClientSetPassword();
/*** Commands ran by the server ***/
void NetworkServerMonthlyLoop();
void NetworkServerYearlyLoop();
void NetworkServerChangeOwner(PlayerID current_player, PlayerID new_player);
void NetworkServerShowStatusToConsole();
bool NetworkServerStart();
NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index);
NetworkClientInfo *NetworkFindClientInfoFromIP(const char *ip);
const char* GetPlayerIP(const NetworkClientInfo *ci);
void NetworkServerSendRcon(uint16 client_index, ConsoleColour colour_code, const char *string);
void NetworkServerSendError(uint16 client_index, NetworkErrorCode error);
void NetworkServerSendChat(NetworkAction action, DestType type, int dest, const char *msg, uint16 from_index);
#define FOR_ALL_ACTIVE_CLIENT_INFOS(ci) for (ci = _network_client_info; ci != endof(_network_client_info); ci++) if (ci->client_index != NETWORK_EMPTY_INDEX)
#endif /* ENABLE_NETWORK */
#endif /* NETWORK_FUNC_H */

@ -11,6 +11,7 @@
#include "../debug.h"
#include "../newgrf_config.h"
#include "../core/alloc_func.hpp"
#include "network_internal.h"
#include "core/game.h"
#include "network_udp.h"
#include "network_gamelist.h"

@ -5,6 +5,8 @@
#ifndef NETWORK_GAMELIST_H
#define NETWORK_GAMELIST_H
#include "network_type.h"
/** Structure with information shown in the game list (GUI) */
struct NetworkGameList {
NetworkGameInfo info; ///< The game information of this server

@ -9,7 +9,7 @@
#include "network.h"
#include "../date_func.h"
#include "../fios.h"
#include "network_data.h"
#include "network_internal.h"
#include "network_client.h"
#include "network_gui.h"
#include "network_gamelist.h"
@ -1559,6 +1559,12 @@ void ShowNetworkNeedPassword(NetworkPasswordType npt)
ShowQueryString(STR_EMPTY, caption, 20, 180, FindWindowById(WC_NETWORK_STATUS_WINDOW, 0), CS_ALPHANUMERAL);
}
// Vars needed for the join-GUI
NetworkJoinStatus _network_join_status;
uint8 _network_join_waiting;
uint16 _network_join_kbytes;
uint16 _network_join_kbytes_total;
struct NetworkJoinStatusWindow : Window {
NetworkJoinStatusWindow(const WindowDesc *desc) : Window(desc)
{
@ -1640,7 +1646,7 @@ static void SendChat(const char *buf, DestType type, int dest)
if (!_network_server) {
SEND_COMMAND(PACKET_CLIENT_CHAT)((NetworkAction)(NETWORK_ACTION_CHAT + type), type, dest, buf);
} else {
NetworkServer_HandleChat((NetworkAction)(NETWORK_ACTION_CHAT + type), type, dest, buf, NETWORK_SERVER_INDEX);
NetworkServerSendChat((NetworkAction)(NETWORK_ACTION_CHAT + type), type, dest, buf, NETWORK_SERVER_INDEX);
}
}

@ -5,11 +5,10 @@
#ifndef NETWORK_GUI_H
#define NETWORK_GUI_H
#include "../window_type.h"
#ifdef ENABLE_NETWORK
#include "network_data.h"
#include "../window_type.h"
#include "network_type.h"
void ShowNetworkNeedPassword(NetworkPasswordType npt);
void ShowNetworkGiveMoneyWindow(PlayerID player); // PlayerID

@ -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;
void NetworkTCPQueryServer(const char* host, unsigned short port);
// following externs are instantiated at network.cpp
extern CommandPacket *_local_command_queue;
byte NetworkSpectatorCount();
// Here we keep track of the clients
// (and the client uses [0] for his own communication)
extern NetworkTCPSocketHandler _clients[MAX_CLIENTS];
VARDEF char *_network_host_list[10];
VARDEF char *_network_ban_list[25];
void NetworkTCPQueryServer(const char* host, unsigned short port);
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 */

@ -8,7 +8,7 @@
#include "../openttd.h" // XXX StringID
#include "../debug.h"
#include "../strings_func.h"
#include "network_data.h"
#include "network_internal.h"
#include "core/tcp.h"
#include "../vehicle_base.h"
#include "../vehicle_func.h"
@ -804,7 +804,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK)
/* Now pause the game till the client is in sync */
DoCommandP(0, 1, 0, NULL, CMD_PAUSE);
NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game paused (incoming client)", NETWORK_SERVER_INDEX);
NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game paused (incoming client)", NETWORK_SERVER_INDEX);
}
} else {
// Wrong status for this packet, give a warning to client, and close connection
@ -1023,7 +1023,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ACK)
if (_settings_client.network.pause_on_join) {
DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused (client connected)", NETWORK_SERVER_INDEX);
NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused (client connected)", NETWORK_SERVER_INDEX);
}
CheckMinPlayers();
@ -1040,7 +1040,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ACK)
void NetworkServer_HandleChat(NetworkAction action, DestType desttype, int dest, const char *msg, uint16 from_index)
void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const char *msg, uint16 from_index)
{
NetworkTCPSocketHandler *cs;
const NetworkClientInfo *ci, *ci_own, *ci_to;
@ -1146,7 +1146,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_CHAT)
p->Recv_string(msg, MAX_TEXT_MSG_LEN);
NetworkServer_HandleChat(action, desttype, dest, msg, cs->index);
NetworkServerSendChat(action, desttype, dest, msg, cs->index);
}
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD)
@ -1582,4 +1582,82 @@ void NetworkServerMonthlyLoop()
NetworkAutoCleanCompanies();
}
void NetworkServerChangeOwner(PlayerID current_player, PlayerID new_player)
{
/* The server has to handle all administrative issues, for example
* updating and notifying all clients of what has happened */
NetworkTCPSocketHandler *cs;
NetworkClientInfo *ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
/* The server has just changed from player */
if (current_player == ci->client_playas) {
ci->client_playas = new_player;
NetworkUpdateClientInfo(NETWORK_SERVER_INDEX);
}
/* Find all clients that were in control of this company, and mark them as new_player */
FOR_ALL_CLIENTS(cs) {
ci = DEREF_CLIENT_INFO(cs);
if (current_player == ci->client_playas) {
ci->client_playas = new_player;
NetworkUpdateClientInfo(ci->client_index);
}
}
}
const char* GetPlayerIP(const NetworkClientInfo* ci)
{
struct in_addr addr;
addr.s_addr = ci->client_ip;
return inet_ntoa(addr);
}
void NetworkServerShowStatusToConsole()
{
static const char* const stat_str[] = {
"inactive",
"authorizing",
"authorized",
"waiting",
"loading map",
"map done",
"ready",
"active"
};
NetworkTCPSocketHandler *cs;
FOR_ALL_CLIENTS(cs) {
int lag = NetworkCalculateLag(cs);
const NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs);
const char* status;
status = (cs->status < (ptrdiff_t)lengthof(stat_str) ? stat_str[cs->status] : "unknown");
IConsolePrintF(CC_INFO, "Client #%1d name: '%s' status: '%s' frame-lag: %3d company: %1d IP: %s unique-id: '%s'",
cs->index, ci->client_name, status, lag,
ci->client_playas + (IsValidPlayer(ci->client_playas) ? 1 : 0),
GetPlayerIP(ci), ci->unique_id);
}
}
void NetworkServerSendRcon(uint16 client_index, ConsoleColour colour_code, const char *string)
{
SEND_COMMAND(PACKET_SERVER_RCON)(NetworkFindClientStateFromIndex(client_index), colour_code, string);
}
void NetworkServerSendError(uint16 client_index, NetworkErrorCode error)
{
SEND_COMMAND(PACKET_SERVER_ERROR)(NetworkFindClientStateFromIndex(client_index), error);
}
bool NetworkCompanyHasPlayers(PlayerID company)
{
const NetworkTCPSocketHandler *cs;
const NetworkClientInfo *ci;
FOR_ALL_CLIENTS(cs) {
ci = DEREF_CLIENT_INFO(cs);
if (ci->client_playas == company) return true;
}
return false;
}
#endif /* ENABLE_NETWORK */

@ -14,21 +14,8 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SHUTDOWN);
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_NEWGAME);
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_RCON)(NetworkTCPSocketHandler *cs, uint16 color, const char *command);
bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH]);
void NetworkServer_HandleChat(NetworkAction action, DestType type, int dest, const char *msg, uint16 from_index);
bool NetworkServer_ReadPackets(NetworkTCPSocketHandler *cs);
void NetworkServer_Tick(bool send_frame);
void NetworkServerMonthlyLoop();
void NetworkServerYearlyLoop();
static inline const char* GetPlayerIP(const NetworkClientInfo* ci)
{
struct in_addr addr;
addr.s_addr = ci->client_ip;
return inet_ntoa(addr);
}
#else /* ENABLE_NETWORK */
/* Network function stubs when networking is disabled */

@ -0,0 +1,108 @@
/* $Id$ */
/** @file network_internal.h Variables and function used internally. */
#ifndef NETWORK_TYPE_H
#define NETWORK_TYPE_H
#ifdef ENABLE_NETWORK
#include "../player_type.h"
#include "../economy_type.h"
#include "core/config.h"
#include "core/game.h"
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,
NETWORK_SERVER_INDEX = 1,
NETWORK_EMPTY_INDEX = 0,
};
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 NetworkPasswordType {
NETWORK_GAME_PASSWORD,
NETWORK_COMPANY_PASSWORD,
};
enum DestType {
DESTTYPE_BROADCAST, ///< Send message/notice to all players (All)
DESTTYPE_TEAM, ///< Send message/notice to everyone playing the same company (Team)
DESTTYPE_CLIENT, ///< Send message/notice to only a certain player (Private)
};
/** Actions that can be used for NetworkTextMessage */
enum NetworkAction {
NETWORK_ACTION_JOIN,
NETWORK_ACTION_LEAVE,
NETWORK_ACTION_SERVER_MESSAGE,
NETWORK_ACTION_CHAT,
NETWORK_ACTION_CHAT_COMPANY,
NETWORK_ACTION_CHAT_CLIENT,
NETWORK_ACTION_GIVE_MONEY,
NETWORK_ACTION_NAME_CHANGE,
};
enum NetworkErrorCode {
NETWORK_ERROR_GENERAL, // Try to use this one like never
/* Signals from clients */
NETWORK_ERROR_DESYNC,
NETWORK_ERROR_SAVEGAME_FAILED,
NETWORK_ERROR_CONNECTION_LOST,
NETWORK_ERROR_ILLEGAL_PACKET,
NETWORK_ERROR_NEWGRF_MISMATCH,
/* 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,
NETWORK_ERROR_FULL,
};
#endif /* ENABLE_NETWORK */
#endif /* NETWORK_TYPE_H */

@ -11,11 +11,11 @@
#include "../stdafx.h"
#include "../debug.h"
#include "network_data.h"
#include "../date_func.h"
#include "../map_func.h"
#include "network_gamelist.h"
#include "network_udp.h"
#include "network_internal.h"
#include "../variables.h"
#include "../newgrf_config.h"
#include "../core/endian_func.hpp"

@ -8,11 +8,11 @@
#include "variables.h"
#include "saveload.h"
#include "md5.h"
#include "network/network_data.h"
#include "newgrf.h"
#include "newgrf_config.h"
#include "core/alloc_func.hpp"
#include "string_func.h"
#include "network/network_type.h"
#include "fileio.h"
#include "fios.h"

@ -6,7 +6,6 @@
#define VARDEF
#include "variables.h"
#include "network/network_internal.h"
#undef VARDEF
#include "openttd.h"
@ -41,6 +40,7 @@
#include "console_func.h"
#include "screenshot.h"
#include "network/network.h"
#include "network/network_func.h"
#include "signs_base.h"
#include "signs_func.h"
#include "waypoint.h"

@ -13,14 +13,12 @@
#include "player_base.h"
#include "command_func.h"
#include "network/network.h"
#include "network/network_gui.h"
#include "variables.h"
#include "roadveh.h"
#include "train.h"
#include "aircraft.h"
#include "newgrf.h"
#include "network/network_data.h"
#include "network/network_client.h"
#include "network/network_gui.h"
#include "player_face.h"
#include "strings_func.h"
#include "functions.h"

@ -13,7 +13,7 @@
#include "saveload.h"
#include "command_func.h"
#include "network/network.h"
#include "network/network_internal.h"
#include "network/network_func.h"
#include "variables.h"
#include "cheat_func.h"
#include "ai/ai.h"

@ -25,10 +25,7 @@
#include "screenshot.h"
#include "variables.h"
#include "network/network.h"
#include "network/network_data.h"
#include "network/network_client.h"
#include "network/network_server.h"
#include "network/network_udp.h"
#include "network/network_func.h"
#include "settings_internal.h"
#include "command_func.h"
#include "console_func.h"
@ -1446,23 +1443,7 @@ static int32 UpdateMinPlayers(int32 p1)
static int32 UpdatePlayerName(int32 p1)
{
NetworkClientInfo *ci = NetworkFindClientInfoFromIndex(_network_own_client_index);
if (ci == NULL) return 0;
/* Don't change the name if it is the same as the old name */
if (strcmp(ci->client_name, _settings_client.network.player_name) != 0) {
if (!_network_server) {
SEND_COMMAND(PACKET_CLIENT_SET_NAME)(_settings_client.network.player_name);
} else {
if (NetworkFindName(_settings_client.network.player_name)) {
NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, "%s", _settings_client.network.player_name);
ttd_strlcpy(ci->client_name, _settings_client.network.player_name, sizeof(ci->client_name));
NetworkUpdateClientInfo(NETWORK_SERVER_INDEX);
}
}
}
NetworkUpdatePlayerName();
return 0;
}

@ -25,7 +25,6 @@
#include "industry_map.h"
#include "station_map.h"
#include "water_map.h"
#include "network/network.h"
#include "yapf/yapf.h"
#include "newgrf_callbacks.h"
#include "newgrf_engine.h"

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