openttd 1.4 rc1
--HG-- branch : openttd
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/* $Id: network_func.h 26370 2014-02-23 19:32:32Z frosch $ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file network_func.h Network functions used by other parts of OpenTTD. */
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#ifndef NETWORK_FUNC_H
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#define NETWORK_FUNC_H
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/**
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* Uncomment the following define to enable command replaying.
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* See docs/desync.txt for details.
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*/
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// #define DEBUG_DUMP_COMMANDS
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#include "core/address.h"
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#include "network_type.h"
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#include "../console_type.h"
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#include "../gfx_type.h"
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#include "../openttd.h"
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#include "../company_type.h"
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#ifdef ENABLE_NETWORK
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extern NetworkServerGameInfo _network_game_info;
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extern NetworkCompanyState *_network_company_states;
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extern ClientID _network_own_client_id;
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extern ClientID _redirect_console_to_client;
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extern bool _network_need_advertise;
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extern uint32 _network_last_advertise_frame;
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extern uint8 _network_reconnect;
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extern StringList _network_bind_list;
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extern StringList _network_host_list;
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extern StringList _network_ban_list;
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byte NetworkSpectatorCount();
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void NetworkUpdateClientName();
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bool NetworkCompanyHasClients(CompanyID company);
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const char *NetworkChangeCompanyPassword(CompanyID company_id, const char *password);
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void NetworkReboot();
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void NetworkDisconnect(bool blocking = false, bool close_admins = true);
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void NetworkGameLoop();
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void NetworkBackgroundLoop();
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void ParseConnectionString(const char **company, const char **port, char *connection_string);
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void NetworkStartDebugLog(NetworkAddress address);
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void NetworkPopulateCompanyStats(NetworkCompanyStats *stats);
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void NetworkUpdateClientInfo(ClientID client_id);
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void NetworkClientsToSpectators(CompanyID cid);
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void NetworkClientConnectGame(NetworkAddress address, CompanyID join_as, const char *join_server_password = NULL, const char *join_company_password = NULL);
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void NetworkClientRequestMove(CompanyID company, const char *pass = "");
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void NetworkClientSendRcon(const char *password, const char *command);
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void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data = 0);
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bool NetworkClientPreferTeamChat(const NetworkClientInfo *cio);
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bool NetworkCompanyIsPassworded(CompanyID company_id);
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bool NetworkMaxCompaniesReached();
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bool NetworkMaxSpectatorsReached();
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void NetworkPrintClients();
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void NetworkHandlePauseChange(PauseMode prev_mode, PauseMode changed_mode);
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/*** Commands ran by the server ***/
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void NetworkServerDailyLoop();
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void NetworkServerMonthlyLoop();
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void NetworkServerYearlyLoop();
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void NetworkServerSendConfigUpdate();
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void NetworkServerShowStatusToConsole();
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bool NetworkServerStart();
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void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded);
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bool NetworkServerChangeClientName(ClientID client_id, const char *new_name);
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void NetworkServerDoMove(ClientID client_id, CompanyID company_id);
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void NetworkServerSendRcon(ClientID client_id, TextColour colour_code, const char *string);
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void NetworkServerSendChat(NetworkAction action, DestType type, int dest, const char *msg, ClientID from_id, int64 data = 0, bool from_admin = false);
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void NetworkServerKickClient(ClientID client_id);
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uint NetworkServerKickOrBanIP(ClientID client_id, bool ban);
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uint NetworkServerKickOrBanIP(const char *ip, bool ban);
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void NetworkInitChatMessage();
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void CDECL NetworkAddChatMessage(TextColour colour, uint duration, const char *message, ...) WARN_FORMAT(3, 4);
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void NetworkUndrawChatMessage();
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void NetworkChatMessageLoop();
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void NetworkAfterNewGRFScan();
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#endif /* ENABLE_NETWORK */
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#endif /* NETWORK_FUNC_H */
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