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00012 #ifndef NETWORK_INTERNAL_H
00013 #define NETWORK_INTERNAL_H
00014
00015 #include "network_func.h"
00016 #include "core/tcp_game.h"
00017
00018 #include "../command_type.h"
00019
00020 #ifdef ENABLE_NETWORK
00021
00022 #ifdef RANDOM_DEBUG
00023
00032 #define ENABLE_NETWORK_SYNC_EVERY_FRAME
00033
00038 #define NETWORK_SEND_DOUBLE_SEED
00039 #endif
00040
00047 #ifdef DEBUG_DUMP_COMMANDS
00048 extern bool _ddc_fastforward;
00049 #else
00050 #define _ddc_fastforward (false)
00051 #endif
00052
00053 typedef class ServerNetworkGameSocketHandler NetworkClientSocket;
00054
00055
00056 enum NetworkJoinStatus {
00057 NETWORK_JOIN_STATUS_CONNECTING,
00058 NETWORK_JOIN_STATUS_AUTHORIZING,
00059 NETWORK_JOIN_STATUS_WAITING,
00060 NETWORK_JOIN_STATUS_DOWNLOADING,
00061 NETWORK_JOIN_STATUS_PROCESSING,
00062 NETWORK_JOIN_STATUS_REGISTERING,
00063
00064 NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO,
00065 NETWORK_JOIN_STATUS_END,
00066 };
00067
00069 enum NetworkLanguage {
00070 NETLANG_ANY = 0,
00071 NETLANG_ENGLISH,
00072 NETLANG_GERMAN,
00073 NETLANG_FRENCH,
00074 NETLANG_BRAZILIAN,
00075 NETLANG_BULGARIAN,
00076 NETLANG_CHINESE,
00077 NETLANG_CZECH,
00078 NETLANG_DANISH,
00079 NETLANG_DUTCH,
00080 NETLANG_ESPERANTO,
00081 NETLANG_FINNISH,
00082 NETLANG_HUNGARIAN,
00083 NETLANG_ICELANDIC,
00084 NETLANG_ITALIAN,
00085 NETLANG_JAPANESE,
00086 NETLANG_KOREAN,
00087 NETLANG_LITHUANIAN,
00088 NETLANG_NORWEGIAN,
00089 NETLANG_POLISH,
00090 NETLANG_PORTUGUESE,
00091 NETLANG_ROMANIAN,
00092 NETLANG_RUSSIAN,
00093 NETLANG_SLOVAK,
00094 NETLANG_SLOVENIAN,
00095 NETLANG_SPANISH,
00096 NETLANG_SWEDISH,
00097 NETLANG_TURKISH,
00098 NETLANG_UKRAINIAN,
00099 NETLANG_AFRIKAANS,
00100 NETLANG_CROATIAN,
00101 NETLANG_CATALAN,
00102 NETLANG_ESTONIAN,
00103 NETLANG_GALICIAN,
00104 NETLANG_GREEK,
00105 NETLANG_LATVIAN,
00106 NETLANG_COUNT
00107 };
00108
00109 extern uint32 _frame_counter_server;
00110 extern uint32 _frame_counter_max;
00111 extern uint32 _frame_counter;
00112
00113 extern uint32 _last_sync_frame;
00114
00115
00116 extern NetworkAddressList _broadcast_list;
00117
00118 extern uint32 _sync_seed_1;
00119 #ifdef NETWORK_SEND_DOUBLE_SEED
00120 extern uint32 _sync_seed_2;
00121 #endif
00122 extern uint32 _sync_frame;
00123 extern bool _network_first_time;
00124
00125 extern NetworkJoinStatus _network_join_status;
00126 extern uint8 _network_join_waiting;
00127 extern uint32 _network_join_bytes;
00128 extern uint32 _network_join_bytes_total;
00129
00130 extern uint8 _network_reconnect;
00131
00132 extern bool _network_udp_server;
00133 extern uint16 _network_udp_broadcast;
00134
00135 extern uint8 _network_advertise_retries;
00136
00137 extern CompanyMask _network_company_passworded;
00138
00139 void NetworkTCPQueryServer(NetworkAddress address);
00140
00141 void GetBindAddresses(NetworkAddressList *addresses, uint16 port);
00142 void NetworkAddServer(const char *b);
00143 void NetworkRebuildHostList();
00144 void UpdateNetworkGameWindow(bool unselect);
00145
00146 bool IsNetworkCompatibleVersion(const char *version);
00147
00148
00152 struct CommandPacket : CommandContainer {
00153 CommandPacket *next;
00154 CompanyByte company;
00155 uint32 frame;
00156 bool my_cmd;
00157 };
00158
00159 void NetworkDistributeCommands();
00160 void NetworkExecuteLocalCommandQueue();
00161 void NetworkFreeLocalCommandQueue();
00162 void NetworkSyncCommandQueue(NetworkClientSocket *cs);
00163
00164 void NetworkError(StringID error_string);
00165 void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send, const char *name, const char *str = "", int64 data = 0);
00166 uint NetworkCalculateLag(const NetworkClientSocket *cs);
00167 StringID GetNetworkErrorMsg(NetworkErrorCode err);
00168 bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH]);
00169 const char *GenerateCompanyPasswordHash(const char *password, const char *password_server_id, uint32 password_game_seed);
00170
00171 #endif
00172 #endif