/* $Id: network.h 3805 2006-03-09 20:37:51Z peter1138 $ */

#ifndef NETWORK_H
#define NETWORK_H

#define NOREV_STRING "norev000"

#ifdef ENABLE_NETWORK

#include "player.h"

// If this line is enable, every frame will have a sync test
//  this is not needed in normal games. Normal is like 1 sync in 100
//  frames. You can enable this if you have a lot of desyncs on a certain
//  game.
// Remember: both client and server have to be compiled with this
//  option enabled to make it to work. If one of the two has it disabled
//  nothing will happen.
//#define ENABLE_NETWORK_SYNC_EVERY_FRAME

// In theory sending 1 of the 2 seeds is enough to check for desyncs
//   so in theory, this next define can be left off.
//#define NETWORK_SEND_DOUBLE_SEED

// How many clients can we have? Like.. MAX_PLAYERS - 1 is the amount of
//  players that can really play.. so.. a max of 4 spectators.. gives us..
//  MAX_PLAYERS + 3
#define MAX_CLIENTS (MAX_PLAYERS + 3)


// Do not change this next line. It should _ALWAYS_ be MAX_CLIENTS + 1
#define MAX_CLIENT_INFO (MAX_CLIENTS + 1)

/* Stuff for the master-server */
#define NETWORK_MASTER_SERVER_PORT 3978
#define NETWORK_MASTER_SERVER_HOST "master.openttd.org"
#define NETWORK_MASTER_SERVER_WELCOME_MESSAGE "OpenTTDRegister"

#define NETWORK_DEFAULT_PORT 3979

#define MAX_INTERFACES 9


// How many vehicle/station types we put over the network
#define NETWORK_VEHICLE_TYPES 5
#define NETWORK_STATION_TYPES 5

enum {
	NETWORK_NAME_LENGTH        = 80,
	NETWORK_HOSTNAME_LENGTH    = 80,
	NETWORK_REVISION_LENGTH    = 10,
	NETWORK_PASSWORD_LENGTH    = 20,
	NETWORK_PLAYERS_LENGTH     = 200,
	NETWORK_CLIENT_NAME_LENGTH = 25,
	NETWORK_RCONCOMMAND_LENGTH = 500,

	NETWORK_NUM_LANGUAGES      = 4,
};

// This is the struct used by both client and server
//  some fields will be empty on the client (like game_password) by default
//  and only filled with data a player enters.
typedef struct NetworkGameInfo {
	char server_name[NETWORK_NAME_LENGTH];          // Server name
	char hostname[NETWORK_HOSTNAME_LENGTH];         // Hostname of the server (if any)
	char server_revision[NETWORK_REVISION_LENGTH];  // The SVN version number the server is using (e.g.: 'r304')
	                                                //  It even shows a SVN version in release-version, so
	                                                //  it is easy to compare if a server is of the correct version
	bool compatible;                                // Can we connect to this server or not? (based on server_revision)
	byte server_lang;                               // Language of the server (we should make a nice table for this)
	byte use_password;                              // Is set to != 0 if it uses a password
	char server_password[NETWORK_PASSWORD_LENGTH];  // On the server: the game password, on the client: != "" if server has password
	byte clients_max;                               // Max clients allowed on server
	byte clients_on;                                // Current count of clients on server
	byte companies_max;                             // Max companies allowed on server
	byte companies_on;                              // How many started companies do we have (XXX - disabled for server atm, use ActivePlayerCount())
	byte spectators_max;                            // Max spectators allowed on server
	byte spectators_on;                             // How many spectators do we have? (XXX - disabled for server atm, use NetworkSpectatorCount())
	uint16 game_date;                               // Current date
	uint16 start_date;                              // When the game started
	char map_name[NETWORK_NAME_LENGTH];             // Map which is played ["random" for a randomized map]
	uint16 map_width;                               // Map width
	uint16 map_height;                              // Map height
	byte map_set;                                   // Graphical set
	bool dedicated;                                 // Is this a dedicated server?
	char rcon_password[NETWORK_PASSWORD_LENGTH];    // RCon password for the server. "" if rcon is disabled
} NetworkGameInfo;

typedef struct NetworkPlayerInfo {
	char company_name[NETWORK_NAME_LENGTH];					// Company name
	char password[NETWORK_PASSWORD_LENGTH];					// The password for the player
	byte inaugurated_year;													// What year the company started in
	int64 company_value;														// The company value
	int64 money;																		// The amount of money the company has
	int64 income;																		// How much did the company earned last year
	uint16 performance;															// What was his performance last month?
	byte use_password;													// 0: No password 1: There is a password
	uint16 num_vehicle[NETWORK_VEHICLE_TYPES];			// How many vehicles are there of this type?
	uint16 num_station[NETWORK_STATION_TYPES];			// How many stations are there of this type?
	char players[NETWORK_PLAYERS_LENGTH];						// The players that control this company (Name1, name2, ..)
	uint16 months_empty;														// How many months the company is empty
} NetworkPlayerInfo;

typedef struct NetworkClientInfo {
	uint16 client_index;                          /// Index of the client (same as ClientState->index)
	char client_name[NETWORK_CLIENT_NAME_LENGTH]; /// Name of the client
	byte client_lang;                             /// The language of the client
	byte client_playas;                           /// As which player is this client playing (PlayerID)
	uint32 client_ip;                             /// IP-address of the client (so he can be banned)
	uint16 join_date;                             /// Gamedate the player has joined
	char unique_id[NETWORK_NAME_LENGTH];          /// Every play sends an unique id so we can indentify him
} NetworkClientInfo;

typedef struct NetworkGameList {
	NetworkGameInfo info;
	uint32 ip;
	uint16 port;
	bool online;																		// False if the server did not respond (default status)
	bool manually;																	// True if the server was added manually
	struct NetworkGameList *next;
} NetworkGameList;

typedef enum {
	NETWORK_JOIN_STATUS_CONNECTING,
	NETWORK_JOIN_STATUS_AUTHORIZING,
	NETWORK_JOIN_STATUS_WAITING,
	NETWORK_JOIN_STATUS_DOWNLOADING,
	NETWORK_JOIN_STATUS_PROCESSING,
	NETWORK_JOIN_STATUS_REGISTERING,

	NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO,
} NetworkJoinStatus;

// language ids for server_lang and client_lang
typedef enum {
	NETLANG_ANY = 0,
	NETLANG_ENGLISH = 1,
	NETLANG_GERMAN = 2,
	NETLANG_FRENCH = 3,
} NetworkLanguage;

VARDEF NetworkGameList *_network_game_list;

VARDEF NetworkGameInfo _network_game_info;
VARDEF NetworkPlayerInfo _network_player_info[MAX_PLAYERS];
VARDEF NetworkClientInfo _network_client_info[MAX_CLIENT_INFO];

VARDEF char _network_player_name[NETWORK_NAME_LENGTH];
VARDEF char _network_default_ip[NETWORK_HOSTNAME_LENGTH];

VARDEF uint16 _network_own_client_index;
VARDEF char _network_unique_id[NETWORK_NAME_LENGTH]; // Our own unique ID

VARDEF uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode
VARDEF uint32 _frame_counter_max; // To where we may go with our clients

VARDEF uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients.

// networking settings
VARDEF uint32 _network_ip_list[MAX_INTERFACES + 1]; // Network IPs

VARDEF uint16 _network_server_port;
/* We use bind_ip and bind_ip_host, where bind_ip_host is the readable form of
    bind_ip_host, and bind_ip the numeric value, because we want a nice number
    in the openttd.cfg, but we wants to use the uint32 internally.. */
VARDEF uint32 _network_server_bind_ip;
VARDEF char _network_server_bind_ip_host[NETWORK_HOSTNAME_LENGTH];
VARDEF bool _is_network_server; // Does this client wants to be a network-server?
VARDEF char _network_server_name[NETWORK_NAME_LENGTH];
VARDEF char _network_server_password[NETWORK_PASSWORD_LENGTH];
VARDEF char _network_rcon_password[NETWORK_PASSWORD_LENGTH];

VARDEF uint16 _network_max_join_time;             ///< Time a client can max take to join
VARDEF bool _network_pause_on_join;               ///< Pause the game when a client tries to join (more chance of succeeding join)

VARDEF uint16 _redirect_console_to_client;

VARDEF uint16 _network_sync_freq;
VARDEF uint8 _network_frame_freq;

VARDEF uint32 _sync_seed_1, _sync_seed_2;
VARDEF uint32 _sync_frame;
VARDEF bool _network_first_time;
// Vars needed for the join-GUI
VARDEF NetworkJoinStatus _network_join_status;
VARDEF uint8 _network_join_waiting;
VARDEF uint16 _network_join_kbytes;
VARDEF uint16 _network_join_kbytes_total;

VARDEF char _network_last_host[NETWORK_HOSTNAME_LENGTH];
VARDEF short _network_last_port;
VARDEF uint32 _network_last_host_ip;
VARDEF uint8 _network_reconnect;

VARDEF bool _network_udp_server;
VARDEF uint16 _network_udp_broadcast;

VARDEF byte _network_lan_internet;

VARDEF bool _network_advertise;
VARDEF bool _network_need_advertise;
VARDEF uint32 _network_last_advertise_frame;
VARDEF uint8 _network_advertise_retries;

VARDEF bool _network_autoclean_companies;
VARDEF uint8 _network_autoclean_unprotected; // Remove a company after X months
VARDEF uint8 _network_autoclean_protected;   // Unprotect a company after X months

VARDEF uint16 _network_restart_game_date;    // If this year is reached, the server automaticly restarts

NetworkGameList *NetworkQueryServer(const char* host, unsigned short port, bool game_info);

byte NetworkSpectatorCount(void);

VARDEF char *_network_host_list[10];
VARDEF char *_network_ban_list[25];

#endif /* ENABLE_NETWORK */

// Those variables must always be registered!
VARDEF bool _networking;
VARDEF bool _network_available;  // is network mode available?
VARDEF bool _network_server; // network-server is active
VARDEF bool _network_dedicated; // are we a dedicated server?
VARDEF byte _network_playas; // an id to play as..

void ParseConnectionString(const char **player, const char **port, char *connection_string);
void NetworkUpdateClientInfo(uint16 client_index);
void NetworkAddServer(const char *b);
void NetworkRebuildHostList(void);
bool NetworkChangeCompanyPassword(byte argc, char *argv[]);

#endif /* NETWORK_H */
