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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
00051 #ifdef DEBUG_DUMP_COMMANDS
00052 extern bool _ddc_fastforward;
00053 #else
00054 #define _ddc_fastforward (false)
00055 #endif
00056
00057 typedef class ServerNetworkGameSocketHandler NetworkClientSocket;
00058
00060 enum NetworkJoinStatus {
00061 NETWORK_JOIN_STATUS_CONNECTING,
00062 NETWORK_JOIN_STATUS_AUTHORIZING,
00063 NETWORK_JOIN_STATUS_WAITING,
00064 NETWORK_JOIN_STATUS_DOWNLOADING,
00065 NETWORK_JOIN_STATUS_PROCESSING,
00066 NETWORK_JOIN_STATUS_REGISTERING,
00067
00068 NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO,
00069 NETWORK_JOIN_STATUS_END,
00070 };
00071
00073 enum NetworkLanguage {
00074 NETLANG_ANY = 0,
00075 NETLANG_ENGLISH,
00076 NETLANG_GERMAN,
00077 NETLANG_FRENCH,
00078 NETLANG_BRAZILIAN,
00079 NETLANG_BULGARIAN,
00080 NETLANG_CHINESE,
00081 NETLANG_CZECH,
00082 NETLANG_DANISH,
00083 NETLANG_DUTCH,
00084 NETLANG_ESPERANTO,
00085 NETLANG_FINNISH,
00086 NETLANG_HUNGARIAN,
00087 NETLANG_ICELANDIC,
00088 NETLANG_ITALIAN,
00089 NETLANG_JAPANESE,
00090 NETLANG_KOREAN,
00091 NETLANG_LITHUANIAN,
00092 NETLANG_NORWEGIAN,
00093 NETLANG_POLISH,
00094 NETLANG_PORTUGUESE,
00095 NETLANG_ROMANIAN,
00096 NETLANG_RUSSIAN,
00097 NETLANG_SLOVAK,
00098 NETLANG_SLOVENIAN,
00099 NETLANG_SPANISH,
00100 NETLANG_SWEDISH,
00101 NETLANG_TURKISH,
00102 NETLANG_UKRAINIAN,
00103 NETLANG_AFRIKAANS,
00104 NETLANG_CROATIAN,
00105 NETLANG_CATALAN,
00106 NETLANG_ESTONIAN,
00107 NETLANG_GALICIAN,
00108 NETLANG_GREEK,
00109 NETLANG_LATVIAN,
00110 NETLANG_COUNT
00111 };
00112
00113 extern uint32 _frame_counter_server;
00114 extern uint32 _frame_counter_max;
00115 extern uint32 _frame_counter;
00116
00117 extern uint32 _last_sync_frame;
00118
00119
00120 extern NetworkAddressList _broadcast_list;
00121
00122 extern uint32 _sync_seed_1;
00123 #ifdef NETWORK_SEND_DOUBLE_SEED
00124 extern uint32 _sync_seed_2;
00125 #endif
00126 extern uint32 _sync_frame;
00127 extern bool _network_first_time;
00128
00129 extern NetworkJoinStatus _network_join_status;
00130 extern uint8 _network_join_waiting;
00131 extern uint32 _network_join_bytes;
00132 extern uint32 _network_join_bytes_total;
00133
00134 extern uint8 _network_reconnect;
00135
00136 extern bool _network_udp_server;
00137 extern uint16 _network_udp_broadcast;
00138
00139 extern uint8 _network_advertise_retries;
00140
00141 extern CompanyMask _network_company_passworded;
00142
00143 void NetworkTCPQueryServer(NetworkAddress address);
00144
00145 void GetBindAddresses(NetworkAddressList *addresses, uint16 port);
00146 void NetworkAddServer(const char *b);
00147 void NetworkRebuildHostList();
00148 void UpdateNetworkGameWindow();
00149
00150 bool IsNetworkCompatibleVersion(const char *version);
00151
00152
00156 struct CommandPacket : CommandContainer {
00158 CommandPacket() : next(NULL), company(INVALID_COMPANY), frame(0), my_cmd(false) {}
00159 CommandPacket *next;
00160 CompanyID company;
00161 uint32 frame;
00162 bool my_cmd;
00163 };
00164
00165 void NetworkDistributeCommands();
00166 void NetworkExecuteLocalCommandQueue();
00167 void NetworkFreeLocalCommandQueue();
00168 void NetworkSyncCommandQueue(NetworkClientSocket *cs);
00169
00170 void NetworkError(StringID error_string);
00171 void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send, const char *name, const char *str = "", int64 data = 0);
00172 uint NetworkCalculateLag(const NetworkClientSocket *cs);
00173 StringID GetNetworkErrorMsg(NetworkErrorCode err);
00174 bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH]);
00175 const char *GenerateCompanyPasswordHash(const char *password, const char *password_server_id, uint32 password_game_seed);
00176
00177 #endif
00178 #endif