OpenTTD Source: src/network/network_func.h Source File

OpenTTD Source 1.11.0-RC1

network_func.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_FUNC_H
11 #define NETWORK_FUNC_H
12
17 // #define DEBUG_DUMP_COMMANDS
18 // #define DEBUG_FAILED_DUMP_COMMANDS
19
20 #include "core/address.h"
21 #include "network_type.h"
22 #include "../console_type.h"
23 #include "../gfx_type.h"
24 #include "../openttd.h"
25 #include "../company_type.h"
26
27 extern NetworkServerGameInfo _network_game_info;
28 extern NetworkCompanyState *_network_company_states;
29
30 extern ClientID _network_own_client_id;
31 extern ClientID _redirect_console_to_client;
32 extern bool _network_need_advertise;
33 extern uint8 _network_reconnect;
34 extern StringList _network_bind_list;
35 extern StringList _network_host_list;
36 extern StringList _network_ban_list;
37
38 byte NetworkSpectatorCount();
39 void NetworkUpdateClientName();
40 bool NetworkCompanyHasClients(CompanyID company);
41 const char *NetworkChangeCompanyPassword(CompanyID company_id, const char *password);
42 void NetworkReboot();
43 void NetworkDisconnect(bool blocking = false, bool close_admins = true);
44 void NetworkGameLoop();
45 void NetworkBackgroundLoop();
46 void ParseConnectionString(const char **company, const char **port, char *connection_string);
47 void NetworkStartDebugLog(NetworkAddress address);
48 void NetworkPopulateCompanyStats(NetworkCompanyStats *stats);
49
50 void NetworkUpdateClientInfo(ClientID client_id);
51 void NetworkClientsToSpectators(CompanyID cid);
52 void NetworkClientConnectGame(NetworkAddress address, CompanyID join_as, const char *join_server_password = nullptr, const char *join_company_password = nullptr);
53 void NetworkClientRequestMove(CompanyID company, const char *pass = "");
54 void NetworkClientSendRcon(const char *password, const char *command);
55 void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data = 0);
56 bool NetworkClientPreferTeamChat(const NetworkClientInfo *cio);
57 bool NetworkCompanyIsPassworded(CompanyID company_id);
58 bool NetworkMaxCompaniesReached();
59 bool NetworkMaxSpectatorsReached();
60 void NetworkPrintClients();
61 void NetworkHandlePauseChange(PauseMode prev_mode, PauseMode changed_mode);
62
63 /*** Commands ran by the server ***/
64 void NetworkServerDailyLoop();
65 void NetworkServerMonthlyLoop();
66 void NetworkServerYearlyLoop();
67 void NetworkServerSendConfigUpdate();
68 void NetworkServerShowStatusToConsole();
69 bool NetworkServerStart();
70 void NetworkServerNewCompany(const Company *company, NetworkClientInfo *ci);
71 bool NetworkServerChangeClientName(ClientID client_id, const char *new_name);
72
73
74 void NetworkServerDoMove(ClientID client_id, CompanyID company_id);
75 void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const char *string);
76 void NetworkServerSendChat(NetworkAction action, DestType type, int dest, const char *msg, ClientID from_id, int64 data = 0, bool from_admin = false);
77
78 void NetworkServerKickClient(ClientID client_id, const char *reason);
79 uint NetworkServerKickOrBanIP(ClientID client_id, bool ban, const char *reason);
80 uint NetworkServerKickOrBanIP(const char *ip, bool ban, const char *reason);
81
82 void NetworkInitChatMessage();
83 void CDECL NetworkAddChatMessage(TextColour colour, uint duration, const char *message, ...) WARN_FORMAT(3, 4);
84 void NetworkUndrawChatMessage();
85 void NetworkChatMessageLoop();
86
87 void NetworkAfterNewGRFScan();
88
89 #endif /* NETWORK_FUNC_H */
NetworkCompanyStats
Simple calculated statistics of a company.
Definition: network_type.h:57
DestType
DestType
Destination of our chat messages.
Definition: network_type.h:81
NetworkServerShowStatusToConsole
void NetworkServerShowStatusToConsole()
Show the status message of all clients on the console.
Definition: network_server.cpp:1975
ParseConnectionString
void ParseConnectionString(const char **company, const char **port, char *connection_string)
Converts a string to ip/port/company Format: IP:port::company.
Definition: network.cpp:464
NetworkCompanyIsPassworded
bool NetworkCompanyIsPassworded(CompanyID company_id)
Check if the company we want to join requires a password.
Definition: network.cpp:213
NetworkDisconnect
void NetworkDisconnect(bool blocking=false, bool close_admins=true)
We want to disconnect from the host/clients.
Definition: network.cpp:784
NetworkCompanyState
Some state information of a company, especially for servers.
Definition: network_type.h:64
NetworkAction
NetworkAction
Actions that can be used for NetworkTextMessage.
Definition: network_type.h:91
NetworkCompanyHasClients
bool NetworkCompanyHasClients(CompanyID company)
Check whether a particular company has clients.
Definition: network_server.cpp:2145
NetworkPopulateCompanyStats
void NetworkPopulateCompanyStats(NetworkCompanyStats *stats)
Populate the company stats.
Definition: network_server.cpp:1565
NetworkUpdateClientInfo
void NetworkUpdateClientInfo(ClientID client_id)
Send updated client info of a particular client.
Definition: network_server.cpp:1601
NetworkServerDoMove
void NetworkServerDoMove(ClientID client_id, CompanyID company_id)
Handle the tid-bits of moving a client from one company to another.
Definition: network_server.cpp:2040
NetworkClientRequestMove
void NetworkClientRequestMove(CompanyID company, const char *pass="")
Notify the server of this client wanting to be moved to another company.
Definition: network_client.cpp:1229
NetworkServerGameInfo
The game information that is not generated on-the-fly and has to be sent to the clients.
Definition: game.h:24
TextColour
TextColour
Colour of the strings, see _string_colourmap in table/string_colours.h or docs/ottd-colourtext-palett...
Definition: gfx_type.h:250
NetworkHandlePauseChange
void NetworkHandlePauseChange(PauseMode prev_mode, PauseMode changed_mode)
Handle the pause mode change so we send the right messages to the chat.
Definition: network.cpp:337
Owner
Owner
Enum for all companies/owners.
Definition: company_type.h:18
_network_bind_list
StringList _network_bind_list
The addresses to bind on.
Definition: network.cpp:63
NetworkChangeCompanyPassword
const char * NetworkChangeCompanyPassword(CompanyID company_id, const char *password)
Change the company password of a given company.
Definition: network.cpp:162
NetworkServerDailyLoop
void NetworkServerDailyLoop()
Daily "callback".
Definition: network_server.cpp:1959
NetworkMaxSpectatorsReached
bool NetworkMaxSpectatorsReached()
Check if max_spectatos has been reached on the server (local check only).
Definition: network_client.cpp:1328
address.h
ClientID
ClientID
'Unique' identifier to be given to clients
Definition: network_type.h:39
NetworkServerYearlyLoop
void NetworkServerYearlyLoop()
Yearly "callback".
Definition: network_server.cpp:1944
NetworkPrintClients
void NetworkPrintClients()
Print all the clients to the console.
Definition: network_server.cpp:2173
StringList
std::vector< std::string > StringList
Type for a list of strings.
Definition: string_type.h:58
NetworkClientPreferTeamChat
bool NetworkClientPreferTeamChat(const NetworkClientInfo *cio)
Tell whether the client has team members where he/she can chat to.
Definition: network_client.cpp:1303
NetworkServerSendRcon
void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const char *string)
Send an rcon reply to the client.
Definition: network_server.cpp:2074
PauseMode
PauseMode
Modes of pausing we've got.
Definition: openttd.h:58
NetworkMaxCompaniesReached
bool NetworkMaxCompaniesReached()
Check if max_companies has been reached on the server (local check only).
Definition: network_client.cpp:1319
NetworkClientSendRcon
void NetworkClientSendRcon(const char *password, const char *command)
Send a remote console command.
Definition: network_client.cpp:1218
_network_host_list
StringList _network_host_list
The servers we know.
Definition: network.cpp:64
NetworkServerChangeClientName
bool NetworkServerChangeClientName(ClientID client_id, const char *new_name)
Change the client name of the given client.
Definition: network_server.cpp:1756
NetworkServerKickClient
void NetworkServerKickClient(ClientID client_id, const char *reason)
Kick a single client.
Definition: network_server.cpp:2084
NetworkBackgroundLoop
void NetworkBackgroundLoop()
We have to do some (simple) background stuff that runs normally, even when we are not in multiplayer.
Definition: network.cpp:840
NetworkAddress
Wrapper for (un)resolved network addresses; there's no reason to transform a numeric IP to a string a...
Definition: address.h:29
NetworkUpdateClientName
void NetworkUpdateClientName()
Send the server our name.
Definition: network_client.cpp:1256
NetworkServerSendConfigUpdate
void NetworkServerSendConfigUpdate()
Send Config Update.
Definition: network_server.cpp:2008
NetworkClientSendChat
void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data=0)
Send a chat message.
Definition: network_client.cpp:1284
_network_need_advertise
bool _network_need_advertise
Whether we need to advertise.
Definition: network.cpp:61
NetworkServerNewCompany
void NetworkServerNewCompany(const Company *company, NetworkClientInfo *ci)
Perform all the server specific administration of a new company.
Definition: network_server.cpp:2196
NetworkServerSendChat
void NetworkServerSendChat(NetworkAction action, DestType type, int dest, const char *msg, ClientID from_id, int64 data=0, bool from_admin=false)
Send an actual chat message.
Definition: network_server.cpp:1273
NetworkServerKickOrBanIP
uint NetworkServerKickOrBanIP(ClientID client_id, bool ban, const char *reason)
Ban, or kick, everyone joined from the given client's IP.
Definition: network_server.cpp:2096
_network_game_info
NetworkServerGameInfo _network_game_info
Uncomment the following define to enable command replaying.
Definition: network.cpp:57
_network_own_client_id
ClientID _network_own_client_id
Our client identifier.
Definition: network.cpp:59
NetworkClientsToSpectators
void NetworkClientsToSpectators(CompanyID cid)
Move the clients of a company to the spectators.
Definition: network_client.cpp:1238
_network_ban_list
StringList _network_ban_list
The banned clients.
Definition: network.cpp:65
NetworkChatMessageLoop
void NetworkChatMessageLoop()
Check if a message is expired.
Definition: network_chat_gui.cpp:176
NetworkAfterNewGRFScan
void NetworkAfterNewGRFScan()
Rebuild the GRFConfig's of the servers in the game list as we did a rescan and might have found new N...
Definition: network_gamelist.cpp:164
NetworkUndrawChatMessage
void CDECL void NetworkUndrawChatMessage()
Hide the chatbox.
Definition: network_chat_gui.cpp:130
_redirect_console_to_client
ClientID _redirect_console_to_client
If not invalid, redirect the console output to a client.
Definition: network.cpp:60
NetworkServerMonthlyLoop
void NetworkServerMonthlyLoop()
Monthly "callback".
Definition: network_server.cpp:1951
Company
Definition: company_base.h:110
NetworkClientInfo
Container for all information known about a client.
Definition: network_base.h:23
network_type.h
NetworkAddChatMessage
void CDECL NetworkAddChatMessage(TextColour colour, uint duration, const char *message,...)
Add a text message to the 'chat window' to be shown.
Definition: network_chat_gui.cpp:80
_network_company_states
NetworkCompanyState * _network_company_states
Statistics about some companies.
Definition: network.cpp:58
_network_reconnect
uint8 _network_reconnect
Reconnect timeout.
Definition: network.cpp:62
NetworkInitChatMessage
void NetworkInitChatMessage()
Initialize all buffers of the chat visualisation.
Definition: network_chat_gui.cpp:114