OpenTTD Source 20241224-master-gf74b0cf984
network_internal.h
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1/*
2 * This file is part of OpenTTD.
3 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
4 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
5 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
6 */
7
10#ifndef NETWORK_INTERNAL_H
11#define NETWORK_INTERNAL_H
12
13#include "network_func.h"
15#include "core/tcp_game.h"
16
17#include "../command_type.h"
18#include "../command_func.h"
19#include "../misc/endian_buffer.hpp"
20
21#ifdef RANDOM_DEBUG
31#define ENABLE_NETWORK_SYNC_EVERY_FRAME
32
37#define NETWORK_SEND_DOUBLE_SEED
38#endif /* RANDOM_DEBUG */
39
40typedef class ServerNetworkGameSocketHandler NetworkClientSocket;
41
44 NETWORK_JOIN_STATUS_CONNECTING,
45 NETWORK_JOIN_STATUS_AUTHORIZING,
46 NETWORK_JOIN_STATUS_WAITING,
47 NETWORK_JOIN_STATUS_DOWNLOADING,
48 NETWORK_JOIN_STATUS_PROCESSING,
49 NETWORK_JOIN_STATUS_REGISTERING,
50
51 NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO,
52 NETWORK_JOIN_STATUS_END,
53};
54
55extern uint32_t _frame_counter_server; // The frame_counter of the server, if in network-mode
56extern uint32_t _frame_counter_max; // To where we may go with our clients
57extern uint32_t _frame_counter;
58
59extern uint32_t _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients.
60
61/* networking settings */
63
64extern uint32_t _sync_seed_1;
65#ifdef NETWORK_SEND_DOUBLE_SEED
66extern uint32_t _sync_seed_2;
67#endif
68extern uint32_t _sync_frame;
69extern bool _network_first_time;
70/* Vars needed for the join-GUI */
72extern uint8_t _network_join_waiting;
73extern uint32_t _network_join_bytes;
74extern uint32_t _network_join_bytes_total;
76extern std::string _network_server_invite_code;
77
78/* Variable available for clients. */
79extern std::string _network_server_name;
80
81extern uint8_t _network_reconnect;
82
83void NetworkQueryServer(const std::string &connection_string);
84
85void GetBindAddresses(NetworkAddressList *addresses, uint16_t port);
86struct NetworkGameList *NetworkAddServer(const std::string &connection_string, bool manually = true, bool never_expire = false);
87void NetworkRebuildHostList();
89
90/* From network_command.cpp */
105
109void NetworkSyncCommandQueue(NetworkClientSocket *cs);
111
112void ShowNetworkError(StringID error_string);
113void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send, const std::string &name, const std::string &str = "", int64_t data = 0, const std::string &data_str = "");
114uint NetworkCalculateLag(const NetworkClientSocket *cs);
116bool NetworkMakeClientNameUnique(std::string &new_name);
117
118std::string_view ParseCompanyFromConnectionString(const std::string &connection_string, CompanyID *company_id);
119NetworkAddress ParseConnectionString(const std::string &connection_string, uint16_t default_port);
120std::string NormalizeConnectionString(const std::string &connection_string, uint16_t default_port);
121
123
124#endif /* NETWORK_INTERNAL_H */
std::vector< NetworkAddress > NetworkAddressList
Type for a list of addresses.
Definition address.h:20
Wrapper for (un)resolved network addresses; there's no reason to transform a numeric IP to a string a...
Definition address.h:28
Class for handling the server side of the game connection.
void CommandCallback(Commands cmd, const CommandCost &result, TileIndex tile)
Define a callback function for the client, after the command is finished.
std::vector< uint8_t > CommandDataBuffer
Storage buffer for serialized command data.
Commands
List of commands.
Owner
Enum for all companies/owners.
@ INVALID_COMPANY
An invalid company.
TextColour
Colour of the strings, see _string_colourmap in table/string_colours.h or docs/ottd-colourtext-palett...
Definition gfx_type.h:260
Network functions used by other parts of OpenTTD.
uint32_t _last_sync_frame
Used in the server to store the last time a sync packet was sent to clients.
Definition network.cpp:79
StringID GetNetworkErrorMsg(NetworkErrorCode err)
Retrieve the string id of an internal error number.
Definition network.cpp:313
ConnectionType _network_server_connection_type
What type of connection the Game Coordinator detected we are on.
uint32_t _frame_counter_server
The frame_counter of the server, if in network-mode.
Definition network.cpp:76
NetworkAddressList _broadcast_list
List of broadcast addresses.
Definition network.cpp:80
NetworkJoinStatus _network_join_status
The status of joining.
void NetworkQueryServer(const std::string &connection_string)
Query a server to fetch the game-info.
Definition network.cpp:670
std::string NormalizeConnectionString(const std::string &connection_string, uint16_t default_port)
Normalize a connection string.
Definition network.cpp:541
void NetworkFreeLocalCommandQueue()
Free the local command queues.
void UpdateNetworkGameWindow()
Update the network new window because a new server is found on the network.
uint8_t _network_join_waiting
The number of clients waiting in front of us.
std::string_view ParseCompanyFromConnectionString(const std::string &connection_string, CompanyID *company_id)
Parse the company part ("#company" postfix) of a connecting string.
Definition network.cpp:477
uint32_t _frame_counter
The current frame.
Definition network.cpp:78
uint8_t _network_reconnect
Reconnect timeout.
Definition network.cpp:72
void NetworkExecuteLocalCommandQueue()
Execute all commands on the local command queue that ought to be executed this frame.
void ClientNetworkEmergencySave()
Create an emergency savegame when the network connection is lost.
void NetworkDistributeCommands()
Distribute the commands of ourself and the clients.
NetworkJoinStatus
Status of the clients during joining.
bool NetworkMakeClientNameUnique(std::string &new_name)
Check whether a name is unique, and otherwise try to make it unique.
uint32_t _sync_seed_1
Seed to compare during sync checks.
Definition network.cpp:81
uint32_t _sync_frame
The frame to perform the sync check.
Definition network.cpp:85
uint32_t _network_join_bytes_total
The total number of bytes to download.
void NetworkSyncCommandQueue(NetworkClientSocket *cs)
Sync our local command queue to the command queue of the given socket.
bool _network_first_time
Whether we have finished joining or not.
Definition network.cpp:86
struct NetworkGameList * NetworkAddServer(const std::string &connection_string, bool manually=true, bool never_expire=false)
Validates an address entered as a string and adds the server to the list.
Definition network.cpp:692
std::string _network_server_name
The current name of the server you are on.
uint32_t _network_join_bytes
The number of bytes we already downloaded.
void GetBindAddresses(NetworkAddressList *addresses, uint16_t port)
Get the addresses to bind to.
Definition network.cpp:718
void NetworkReplaceCommandClientId(CommandPacket &cp, ClientID client_id)
Insert a client ID into the command data in a command packet.
NetworkAddress ParseConnectionString(const std::string &connection_string, uint16_t default_port)
Convert a string containing either "hostname" or "hostname:ip" to a NetworkAddress.
Definition network.cpp:556
uint32_t _frame_counter_max
To where we may go with our clients.
Definition network.cpp:77
std::string _network_server_invite_code
Our invite code as indicated by the Game Coordinator.
NetworkAction
Actions that can be used for NetworkTextMessage.
ClientID
'Unique' identifier to be given to clients
NetworkErrorCode
The error codes we send around in the protocols.
uint32_t StringID
Numeric value that represents a string, independent of the selected language.
Everything we need to know about a command to be able to execute it.
StringID err_msg
string ID of error message to use.
CommandDataBuffer data
command parameters.
CommandCallback * callback
any callback function executed upon successful completion of the command.
uint32_t frame
the frame in which this packet is executed
CompanyID company
company that is executing the command
bool my_cmd
did the command originate from "me"
Commands cmd
command being executed.
Structure with information shown in the game list (GUI)
std::string connection_string
Address of the server.
bool manually
True if the server was added manually.
Basic functions to receive and send TCP packets to/from the Game Coordinator server.
ConnectionType
The type of connection the Game Coordinator can detect we have.
Basic functions to receive and send TCP packets for game purposes.