10#ifndef NETWORK_INTERNAL_H
11#define NETWORK_INTERNAL_H
17#include "../command_type.h"
18#include "../command_func.h"
19#include "../misc/endian_buffer.hpp"
31#define ENABLE_NETWORK_SYNC_EVERY_FRAME
37#define NETWORK_SEND_DOUBLE_SEED
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,
51 NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO,
52 NETWORK_JOIN_STATUS_END,
65#ifdef NETWORK_SEND_DOUBLE_SEED
66extern uint32_t _sync_seed_2;
87void NetworkRebuildHostList();
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);
std::vector< NetworkAddress > NetworkAddressList
Type for a list of addresses.
Wrapper for (un)resolved network addresses; there's no reason to transform a numeric IP to a string a...
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...
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.
StringID GetNetworkErrorMsg(NetworkErrorCode err)
Retrieve the string id of an internal error number.
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.
NetworkAddressList _broadcast_list
List of broadcast addresses.
NetworkJoinStatus _network_join_status
The status of joining.
void NetworkQueryServer(const std::string &connection_string)
Query a server to fetch the game-info.
std::string NormalizeConnectionString(const std::string &connection_string, uint16_t default_port)
Normalize a connection string.
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.
uint32_t _frame_counter
The current frame.
uint8_t _network_reconnect
Reconnect timeout.
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.
uint32_t _sync_frame
The frame to perform the sync check.
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.
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.
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.
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.
uint32_t _frame_counter_max
To where we may go with our clients.
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.