OpenTTD
network_func.h
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1 /* $Id$ */
2 
3 /*
4  * This file is part of OpenTTD.
5  * 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.
6  * 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.
7  * 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/>.
8  */
9 
12 #ifndef NETWORK_FUNC_H
13 #define NETWORK_FUNC_H
14 
19 // #define DEBUG_DUMP_COMMANDS
20 // #define DEBUG_FAILED_DUMP_COMMANDS
21 
22 #include "core/address.h"
23 #include "network_type.h"
24 #include "../console_type.h"
25 #include "../gfx_type.h"
26 #include "../openttd.h"
27 #include "../company_type.h"
28 
31 
34 extern bool _network_need_advertise;
35 extern uint8 _network_reconnect;
39 
40 byte NetworkSpectatorCount();
43 const char *NetworkChangeCompanyPassword(CompanyID company_id, const char *password);
44 void NetworkReboot();
45 void NetworkDisconnect(bool blocking = false, bool close_admins = true);
46 void NetworkGameLoop();
48 void ParseConnectionString(const char **company, const char **port, char *connection_string);
49 void NetworkStartDebugLog(NetworkAddress address);
51 
52 void NetworkUpdateClientInfo(ClientID client_id);
54 void NetworkClientConnectGame(NetworkAddress address, CompanyID join_as, const char *join_server_password = nullptr, const char *join_company_password = nullptr);
55 void NetworkClientRequestMove(CompanyID company, const char *pass = "");
56 void NetworkClientSendRcon(const char *password, const char *command);
57 void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data = 0);
59 bool NetworkCompanyIsPassworded(CompanyID company_id);
62 void NetworkPrintClients();
63 void NetworkHandlePauseChange(PauseMode prev_mode, PauseMode changed_mode);
64 
65 /*** Commands ran by the server ***/
71 bool NetworkServerStart();
72 void NetworkServerNewCompany(const Company *company, NetworkClientInfo *ci);
73 bool NetworkServerChangeClientName(ClientID client_id, const char *new_name);
74 
75 
76 void NetworkServerDoMove(ClientID client_id, CompanyID company_id);
77 void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const char *string);
78 void NetworkServerSendChat(NetworkAction action, DestType type, int dest, const char *msg, ClientID from_id, int64 data = 0, bool from_admin = false);
79 
80 void NetworkServerKickClient(ClientID client_id);
81 uint NetworkServerKickOrBanIP(ClientID client_id, bool ban);
82 uint NetworkServerKickOrBanIP(const char *ip, bool ban);
83 
85 void CDECL NetworkAddChatMessage(TextColour colour, uint duration, const char *message, ...) WARN_FORMAT(3, 4);
88 
90 
91 #endif /* NETWORK_FUNC_H */
Owner
Enum for all companies/owners.
Definition: company_type.h:20
uint NetworkServerKickOrBanIP(ClientID client_id, bool ban)
Ban, or kick, everyone joined from the given client&#39;s IP.
uint8 _network_reconnect
Reconnect timeout.
Definition: network.cpp:64
void NetworkInitChatMessage()
Initialize all buffers of the chat visualisation.
bool NetworkCompanyIsPassworded(CompanyID company_id)
Check if the company we want to join requires a password.
Definition: network.cpp:223
Container for all information known about a client.
Definition: network_base.h:25
void NetworkServerShowStatusToConsole()
Show the status message of all clients on the console.
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:472
The game information that is not generated on-the-fly and has to be sent to the clients.
Definition: game.h:26
bool NetworkCompanyHasClients(CompanyID company)
Check whether a particular company has clients.
void NetworkPopulateCompanyStats(NetworkCompanyStats *stats)
Populate the company stats.
void NetworkDisconnect(bool blocking=false, bool close_admins=true)
We want to disconnect from the host/clients.
Definition: network.cpp:796
void NetworkUpdateClientInfo(ClientID client_id)
Send updated client info of a particular client.
Wrapper for (un)resolved network addresses; there&#39;s no reason to transform a numeric IP to a string a...
Definition: address.h:29
void NetworkServerDoMove(ClientID client_id, CompanyID company_id)
Handle the tid-bits of moving a client from one company to another.
void NetworkClientRequestMove(CompanyID company, const char *pass="")
Notify the server of this client wanting to be moved to another company.
StringList _network_bind_list
The addresses to bind on.
Definition: network.cpp:65
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:346
ClientID
&#39;Unique&#39; identifier to be given to clients
Definition: network_type.h:41
void NetworkServerDailyLoop()
Daily "callback".
const char * NetworkChangeCompanyPassword(CompanyID company_id, const char *password)
Change the company password of a given company.
Definition: network.cpp:172
bool NetworkMaxSpectatorsReached()
Check if max_spectatos has been reached on the server (local check only).
void NetworkServerKickClient(ClientID client_id)
Kick a single client.
void NetworkServerYearlyLoop()
Yearly "callback".
TextColour
Colour of the strings, see _string_colourmap in table/string_colours.h or docs/ottd-colourtext-palett...
Definition: gfx_type.h:247
bool NetworkClientPreferTeamChat(const NetworkClientInfo *cio)
Tell whether the client has team members where he/she can chat to.
void NetworkPrintClients()
Print all the clients to the console.
Wrapper for network addresses.
bool NetworkMaxCompaniesReached()
Check if max_companies has been reached on the server (local check only).
void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const char *string)
Send an rcon reply to the client.
void NetworkClientSendRcon(const char *password, const char *command)
Send a remote console command.
PauseMode
Modes of pausing we&#39;ve got.
Definition: openttd.h:57
void NetworkBackgroundLoop()
We have to do some (simple) background stuff that runs normally, even when we are not in multiplayer...
Definition: network.cpp:854
StringList _network_host_list
The servers we know.
Definition: network.cpp:66
bool NetworkServerChangeClientName(ClientID client_id, const char *new_name)
Change the client name of the given client.
void NetworkUpdateClientName()
Send the server our name.
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.
void NetworkServerSendConfigUpdate()
Send Config Update.
void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data=0)
Send a chat message.
ClientID _network_own_client_id
Our client identifier.
Definition: network.cpp:61
Types used for networking.
bool _network_need_advertise
Whether we need to advertise.
Definition: network.cpp:63
void NetworkServerNewCompany(const Company *company, NetworkClientInfo *ci)
Perform all the server specific administration of a new company.
std::vector< std::string > StringList
Type for a list of strings.
Definition: string_type.h:60
NetworkServerGameInfo _network_game_info
Uncomment the following define to enable command replaying.
Definition: network.cpp:59
void NetworkClientsToSpectators(CompanyID cid)
Move the clients of a company to the spectators.
void CDECL NetworkAddChatMessage(TextColour colour, uint duration, const char *message,...)
Add a text message to the &#39;chat window&#39; to be shown.
void NetworkChatMessageLoop()
Check if a message is expired.
StringList _network_ban_list
The banned clients.
Definition: network.cpp:67
Simple calculated statistics of a company.
Definition: network_type.h:59
void NetworkAfterNewGRFScan()
Rebuild the GRFConfig&#39;s of the servers in the game list as we did a rescan and might have found new N...
void CDECL void NetworkUndrawChatMessage()
Hide the chatbox.
void NetworkServerMonthlyLoop()
Monthly "callback".
Some state information of a company, especially for servers.
Definition: network_type.h:66
ClientID _redirect_console_to_client
If not invalid, redirect the console output to a client.
Definition: network.cpp:62
DestType
Destination of our chat messages.
Definition: network_type.h:80
NetworkCompanyState * _network_company_states
Statistics about some companies.
Definition: network.cpp:60
NetworkAction
Actions that can be used for NetworkTextMessage.
Definition: network_type.h:87