10 #ifndef NETWORK_TYPE_H 11 #define NETWORK_TYPE_H 29 NETWORK_VEH_TRAIN = 0,
94 NETWORK_ACTION_SERVER_MESSAGE,
96 NETWORK_ACTION_CHAT_COMPANY,
97 NETWORK_ACTION_CHAT_CLIENT,
98 NETWORK_ACTION_GIVE_MONEY,
99 NETWORK_ACTION_NAME_CHANGE,
100 NETWORK_ACTION_COMPANY_SPECTATOR,
101 NETWORK_ACTION_COMPANY_JOIN,
102 NETWORK_ACTION_COMPANY_NEW,
103 NETWORK_ACTION_KICKED,
111 NETWORK_ERROR_GENERAL,
114 NETWORK_ERROR_DESYNC,
115 NETWORK_ERROR_SAVEGAME_FAILED,
116 NETWORK_ERROR_CONNECTION_LOST,
117 NETWORK_ERROR_ILLEGAL_PACKET,
118 NETWORK_ERROR_NEWGRF_MISMATCH,
121 NETWORK_ERROR_NOT_AUTHORIZED,
122 NETWORK_ERROR_NOT_EXPECTED,
123 NETWORK_ERROR_WRONG_REVISION,
124 NETWORK_ERROR_NAME_IN_USE,
125 NETWORK_ERROR_WRONG_PASSWORD,
126 NETWORK_ERROR_COMPANY_MISMATCH,
127 NETWORK_ERROR_KICKED,
128 NETWORK_ERROR_CHEATER,
130 NETWORK_ERROR_TOO_MANY_COMMANDS,
131 NETWORK_ERROR_TIMEOUT_PASSWORD,
132 NETWORK_ERROR_TIMEOUT_COMPUTER,
133 NETWORK_ERROR_TIMEOUT_MAP,
134 NETWORK_ERROR_TIMEOUT_JOIN,
Send message/notice to all clients (All)
Container for all information known about a client.
bool ai
Is this company an AI.
NetworkErrorCode
The error codes we send around in the protocols.
static const uint MAX_CLIENTS
How many clients can we have.
static const AdminIndex INVALID_ADMIN_ID
An invalid admin marker.
Send message/notice to only a certain client (Private)
ClientID
'Unique' identifier to be given to clients
Information about a game that is sent between a game server, game client and masterserver.
The password of the company.
uint16 months_empty
How many months the company is empty.
uint16 num_vehicle[NETWORK_VEH_END]
How many vehicles are there of this type?
static const AdminIndex MAX_ADMINS
Maximum number of allowed admins.
uint8 AdminIndex
Indices into the admin tables.
The password of the game.
NetworkVehicleType
Vehicletypes in the order they are send in info packets.
uint16 num_station[NETWORK_VEH_END]
How many stations are there of this type?
uint8 ClientIndex
Indices into the client tables.
static const uint MAX_CLIENT_SLOTS
The number of slots; must be at least 1 more than MAX_CLIENTS.
Client is not part of anything.
Simple calculated statistics of a company.
static const uint NETWORK_PASSWORD_LENGTH
The maximum length of the password, in bytes including '\0' (must be >= NETWORK_SERVER_ID_LENGTH) ...
Servers always have this ID.
Some state information of a company, especially for servers.
NetworkPasswordType
The type of password we're asking for.
Send message/notice to everyone playing the same company (Team)
DestType
Destination of our chat messages.
NetworkAction
Actions that can be used for NetworkTextMessage.