elexis
9fa1a230cb
This works in autostartmode because that sets every client to an observer and still relies on enabled cheats to have players assign themselves. This was SVN commit r21854.
107 lines
2.6 KiB
C++
107 lines
2.6 KiB
C++
/* Copyright (C) 2018 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef NETHOST_H
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#define NETHOST_H
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#include "ps/CStr.h"
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#include <map>
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/**
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* @file
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* Various declarations shared by networking code.
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*/
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typedef struct _ENetPeer ENetPeer;
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typedef struct _ENetPacket ENetPacket;
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typedef struct _ENetHost ENetHost;
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class CNetMessage;
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struct PlayerAssignment
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{
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/**
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* Whether the player is currently connected and active.
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* (We retain information on disconnected players to support rejoining,
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* but don't transmit these to other clients.)
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*/
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bool m_Enabled;
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/// Player name
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CStrW m_Name;
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/// The player that the given host controls, or -1 if none (observer)
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i32 m_PlayerID;
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/// Status - Ready or not: 0 for not ready, 1 for ready, 2 to stay ready
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u8 m_Status;
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};
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typedef std::map<CStr, PlayerAssignment> PlayerAssignmentMap; // map from GUID -> assignment
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/**
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* Reasons sent by server to clients in disconnection messages.
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* Must be kept in sync with binaries/data/mods/public/gui/common/network.js
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*/
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enum NetDisconnectReason
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{
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NDR_UNKNOWN = 0,
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NDR_SERVER_SHUTDOWN,
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NDR_INCORRECT_PROTOCOL_VERSION,
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NDR_SERVER_LOADING,
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NDR_SERVER_ALREADY_IN_GAME,
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NDR_KICKED,
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NDR_BANNED,
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NDR_PLAYERNAME_IN_USE,
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NDR_SERVER_FULL,
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NDR_LOBBY_AUTH_FAILED
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};
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class CNetHost
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{
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public:
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static const int DEFAULT_CHANNEL = 0;
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/**
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* Transmit a message to the given peer.
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* @param message message to send
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* @param peer peer to send to
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* @param peerName name of peer for debug logs
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* @return true on success, false on failure
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*/
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static bool SendMessage(const CNetMessage* message, ENetPeer* peer, const char* peerName);
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/**
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* Construct an ENet packet by serialising the given message.
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* @return NULL on failure
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*/
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static ENetPacket* CreatePacket(const CNetMessage* message);
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/**
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* Initialize ENet.
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* This must be called before any other networking code.
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*/
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static void Initialize();
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/**
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* Deinitialize ENet.
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*/
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static void Deinitialize();
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};
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#endif // NETHOST_H
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