mirror of
https://github.com/OpenRCT2/OpenRCT2
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* Be more cautious while doing pathfinding * Be a little more deterministic on network by initialising all member fields.
474 lines
17 KiB
C++
474 lines
17 KiB
C++
/*****************************************************************************
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* Copyright (c) 2014 Ted John
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* OpenRCT2, an open source clone of Roller Coaster Tycoon 2.
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*
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* This file is part of OpenRCT2.
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*
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* OpenRCT2 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 3 of the License, or
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* (at your option) any later version.
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* This program 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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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*****************************************************************************/
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#ifndef _NETWORK_H_
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#define _NETWORK_H_
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enum {
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NETWORK_MODE_NONE,
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NETWORK_MODE_CLIENT,
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NETWORK_MODE_SERVER
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};
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enum {
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NETWORK_PLAYER_FLAG_ISSERVER = 1 << 0,
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};
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enum {
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NETWORK_AUTH_NONE,
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NETWORK_AUTH_REQUESTED,
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NETWORK_AUTH_OK,
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NETWORK_AUTH_BADVERSION,
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NETWORK_AUTH_BADNAME,
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NETWORK_AUTH_BADPASSWORD,
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NETWORK_AUTH_FULL,
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NETWORK_AUTH_REQUIREPASSWORD
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};
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enum {
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NETWORK_STATUS_NONE,
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NETWORK_STATUS_READY,
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NETWORK_STATUS_RESOLVING,
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NETWORK_STATUS_CONNECTING,
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NETWORK_STATUS_CONNECTED
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};
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#define NETWORK_DEFAULT_PORT 11753
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#ifdef __cplusplus
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extern "C" {
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#endif // __cplusplus
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#include "../common.h"
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#include "../game.h"
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#include "../platform/platform.h"
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#include "../localisation/string_ids.h"
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#ifdef __cplusplus
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}
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#endif // __cplusplus
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#ifndef DISABLE_NETWORK
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// This define specifies which version of network stream current build uses.
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// It is used for making sure only compatible builds get connected, even within
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// single OpenRCT2 version.
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#define NETWORK_STREAM_VERSION "1"
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#define NETWORK_STREAM_ID OPENRCT2_VERSION "-" NETWORK_STREAM_VERSION
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#ifdef __WINDOWS__
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#include <winsock2.h>
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#include <ws2tcpip.h>
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#define LAST_SOCKET_ERROR() WSAGetLastError()
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#undef EWOULDBLOCK
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#define EWOULDBLOCK WSAEWOULDBLOCK
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#ifndef SHUT_RD
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#define SHUT_RD SD_RECEIVE
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#endif
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#ifndef SHUT_RDWR
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#define SHUT_RDWR SD_BOTH
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#endif
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#else
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#include <errno.h>
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#include <arpa/inet.h>
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#include <netdb.h>
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#include <netinet/tcp.h>
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#include <sys/socket.h>
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#include <fcntl.h>
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typedef int SOCKET;
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#define SOCKET_ERROR -1
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#define INVALID_SOCKET -1
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#define LAST_SOCKET_ERROR() errno
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#define closesocket close
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#define ioctlsocket ioctl
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#endif // __WINDOWS__
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// Fixes issues on OS X
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#if defined(_RCT2_H_) && !defined(_MSC_VER)
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// use similar struct packing as MSVC for our structs
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#pragma pack(1)
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#endif
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#ifdef __cplusplus
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#include <array>
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#include <list>
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#include <set>
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#include <memory>
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#include <string>
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#include <vector>
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#include <SDL.h>
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template <std::size_t size>
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struct ByteSwapT { };
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template <>
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struct ByteSwapT<1> { static uint8 SwapBE(uint8 value) { return value; } };
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template <>
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struct ByteSwapT<2> { static uint16 SwapBE(uint16 value) { return SDL_SwapBE16(value); } };
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template <>
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struct ByteSwapT<4> { static uint32 SwapBE(uint32 value) { return SDL_SwapBE32(value); } };
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template <typename T>
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T ByteSwapBE(const T& value) { return ByteSwapT<sizeof(T)>::SwapBE(value); }
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class NetworkPacket
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{
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public:
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NetworkPacket();
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static std::unique_ptr<NetworkPacket> Allocate();
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static std::unique_ptr<NetworkPacket> Duplicate(NetworkPacket& packet);
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uint8* GetData();
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uint32 GetCommand();
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template <typename T>
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NetworkPacket& operator<<(T value) { T swapped = ByteSwapBE(value); uint8* bytes = (uint8*)&swapped; data->insert(data->end(), bytes, bytes + sizeof(value)); return *this; }
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void Write(uint8* bytes, unsigned int size);
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void WriteString(const char* string);
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template <typename T>
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NetworkPacket& operator>>(T& value) { if (read + sizeof(value) > size) { value = 0; } else { value = ByteSwapBE(*((T*)&GetData()[read])); read += sizeof(value); } return *this; }
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const uint8* Read(unsigned int size);
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const char* ReadString();
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void Clear();
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bool CommandRequiresAuth();
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uint16 size;
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std::shared_ptr<std::vector<uint8>> data;
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int transferred;
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int read;
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};
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class NetworkPlayer
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{
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public:
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NetworkPlayer() = default;
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void Read(NetworkPacket& packet);
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void Write(NetworkPacket& packet);
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void SetName(const char* name);
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void AddMoneySpent(money32 cost);
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uint8 id = 0;
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uint8 name[32 + 1] = { 0 };
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uint16 ping = 0;
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uint8 flags = 0;
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uint8 group = 0;
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money32 money_spent = MONEY(0, 0);
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unsigned int commands_ran = 0;
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int last_action = -999;
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uint32 last_action_time = 0;
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rct_xyz16 last_action_coord = { 0 };
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};
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class NetworkAction
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{
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public:
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rct_string_id name;
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std::vector<int> commands;
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};
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class NetworkActions
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{
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public:
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int FindCommand(int command);
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const std::vector<NetworkAction> actions = {
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{STR_ACTION_CHAT, {-1}},
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{STR_ACTION_TERRAFORM, {GAME_COMMAND_SET_LAND_HEIGHT, GAME_COMMAND_RAISE_LAND, GAME_COMMAND_LOWER_LAND, GAME_COMMAND_EDIT_LAND_SMOOTH, GAME_COMMAND_CHANGE_SURFACE_STYLE}},
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{STR_ACTION_SET_WATER_LEVEL, {GAME_COMMAND_SET_WATER_HEIGHT, GAME_COMMAND_RAISE_WATER, GAME_COMMAND_LOWER_WATER}},
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{STR_ACTION_TOGGLE_PAUSE, {GAME_COMMAND_TOGGLE_PAUSE}},
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{STR_ACTION_CREATE_RIDE, {GAME_COMMAND_CREATE_RIDE}},
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{STR_ACTION_REMOVE_RIDE, {GAME_COMMAND_DEMOLISH_RIDE}},
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{STR_ACTION_BUILD_RIDE, {GAME_COMMAND_PLACE_TRACK, GAME_COMMAND_REMOVE_TRACK, GAME_COMMAND_SET_MAZE_TRACK, GAME_COMMAND_PLACE_TRACK_DESIGN, GAME_COMMAND_PLACE_MAZE_DESIGN, GAME_COMMAND_PLACE_RIDE_ENTRANCE_OR_EXIT, GAME_COMMAND_REMOVE_RIDE_ENTRANCE_OR_EXIT}},
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{STR_ACTION_RIDE_PROPERTIES, {GAME_COMMAND_SET_RIDE_NAME, GAME_COMMAND_SET_RIDE_APPEARANCE, GAME_COMMAND_SET_RIDE_STATUS, GAME_COMMAND_SET_RIDE_VEHICLES, GAME_COMMAND_SET_RIDE_SETTING, GAME_COMMAND_SET_RIDE_PRICE, GAME_COMMAND_SET_BRAKES_SPEED}},
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{STR_ACTION_SCENERY, {GAME_COMMAND_REMOVE_SCENERY, GAME_COMMAND_PLACE_SCENERY, GAME_COMMAND_SET_BRAKES_SPEED, GAME_COMMAND_REMOVE_FENCE, GAME_COMMAND_PLACE_FENCE, GAME_COMMAND_REMOVE_LARGE_SCENERY, GAME_COMMAND_PLACE_LARGE_SCENERY, GAME_COMMAND_PLACE_BANNER, GAME_COMMAND_REMOVE_BANNER, GAME_COMMAND_SET_SCENERY_COLOUR, GAME_COMMAND_SET_FENCE_COLOUR, GAME_COMMAND_SET_LARGE_SCENERY_COLOUR, GAME_COMMAND_SET_BANNER_COLOUR, GAME_COMMAND_SET_BANNER_NAME, GAME_COMMAND_SET_SIGN_NAME, GAME_COMMAND_SET_BANNER_STYLE, GAME_COMMAND_SET_SIGN_STYLE}},
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{STR_ACTION_PATH, {GAME_COMMAND_PLACE_PATH, GAME_COMMAND_PLACE_PATH_FROM_TRACK, GAME_COMMAND_REMOVE_PATH}},
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{STR_ACTION_CLEAR_LANDSCAPE, {GAME_COMMAND_CLEAR_SCENERY}},
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{STR_ACTION_GUEST, {GAME_COMMAND_SET_PEEP_NAME}},
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{STR_ACTION_STAFF, {GAME_COMMAND_HIRE_NEW_STAFF_MEMBER, GAME_COMMAND_SET_STAFF_PATROL, GAME_COMMAND_FIRE_STAFF_MEMBER, GAME_COMMAND_SET_STAFF_ORDER, GAME_COMMAND_SET_STAFF_COLOUR}},
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{STR_ACTION_PARK_PROPERTIES, {GAME_COMMAND_SET_PARK_NAME, GAME_COMMAND_SET_PARK_OPEN, GAME_COMMAND_SET_PARK_ENTRANCE_FEE, GAME_COMMAND_SET_LAND_OWNERSHIP, GAME_COMMAND_BUY_LAND_RIGHTS, GAME_COMMAND_PLACE_PARK_ENTRANCE, GAME_COMMAND_REMOVE_PARK_ENTRANCE}},
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{STR_ACTION_PARK_FUNDING, {GAME_COMMAND_SET_CURRENT_LOAN, GAME_COMMAND_SET_RESEARCH_FUNDING, GAME_COMMAND_START_MARKETING_CAMPAIGN}},
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{STR_ACTION_KICK_PLAYER, {GAME_COMMAND_KICK_PLAYER}},
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{STR_ACTION_MODIFY_GROUPS, {GAME_COMMAND_MODIFY_GROUPS}},
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{STR_ACTION_SET_PLAYER_GROUP, {GAME_COMMAND_SET_PLAYER_GROUP}},
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{STR_ACTION_CHEAT, {GAME_COMMAND_CHEAT}}
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};
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};
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class NetworkGroup
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{
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public:
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NetworkGroup();
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~NetworkGroup();
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void Read(NetworkPacket& packet);
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void Write(NetworkPacket& packet);
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void FreeNameStringId();
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void ToggleActionPermission(size_t index);
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bool CanPerformAction(size_t index);
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bool CanPerformCommand(int command);
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std::string& GetName();
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void SetName(std::string name);
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rct_string_id GetNameStringId();
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std::array<uint8, 8> actions_allowed;
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uint8 id = 0;
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private:
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std::string name;
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rct_string_id name_string_id;
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};
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class NetworkConnection
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{
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public:
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NetworkConnection();
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~NetworkConnection();
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int ReadPacket();
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void QueuePacket(std::unique_ptr<NetworkPacket> packet, bool front = false);
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void SendQueuedPackets();
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bool SetTCPNoDelay(bool on);
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bool SetNonBlocking(bool on);
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static bool SetNonBlocking(SOCKET socket, bool on);
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void ResetLastPacketTime();
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bool ReceivedPacketRecently();
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SOCKET socket;
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NetworkPacket inboundpacket;
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int authstatus;
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NetworkPlayer* player;
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uint32 ping_time;
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const char* last_disconnect_reason;
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private:
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bool SendPacket(NetworkPacket& packet);
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std::list<std::unique_ptr<NetworkPacket>> outboundpackets;
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uint32 last_packet_time;
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};
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class NetworkAddress
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{
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public:
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NetworkAddress();
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void Resolve(const char* host, unsigned short port, bool nonblocking = true);
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int GetResolveStatus(void);
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std::shared_ptr<sockaddr_storage> ss;
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std::shared_ptr<int> ss_len;
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enum {
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RESOLVE_NONE,
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RESOLVE_INPROGRESS,
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RESOLVE_OK,
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RESOLVE_FAILED
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};
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private:
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static int ResolveFunc(void* pointer);
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const char* host;
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unsigned short port;
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SDL_mutex* mutex;
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SDL_cond* cond;
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std::shared_ptr<int> status;
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};
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class Network
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{
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public:
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Network();
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~Network();
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bool Init();
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void Close();
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bool BeginClient(const char* host, unsigned short port);
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bool BeginServer(unsigned short port, const char* address = NULL);
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int GetMode();
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int GetStatus();
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int GetAuthStatus();
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uint32 GetServerTick();
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uint8 GetPlayerID();
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void Update();
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std::vector<std::unique_ptr<NetworkPlayer>>::iterator GetPlayerIteratorByID(uint8 id);
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NetworkPlayer* GetPlayerByID(uint8 id);
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std::vector<std::unique_ptr<NetworkGroup>>::iterator GetGroupIteratorByID(uint8 id);
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NetworkGroup* GetGroupByID(uint8 id);
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const char* FormatChat(NetworkPlayer* fromplayer, const char* text);
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void SendPacketToClients(NetworkPacket& packet, bool front = false);
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bool CheckSRAND(uint32 tick, uint32 srand0);
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void KickPlayer(int playerId);
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void SetPassword(const char* password);
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void ShutdownClient();
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void AdvertiseRegister();
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void AdvertiseHeartbeat();
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NetworkGroup* AddGroup();
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void RemoveGroup(uint8 id);
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uint8 GetDefaultGroup();
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void SetDefaultGroup(uint8 id);
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void SaveGroups();
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void LoadGroups();
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void FreeStringIds();
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void Client_Send_AUTH(const char* name, const char* password);
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void Server_Send_AUTH(NetworkConnection& connection);
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void Server_Send_MAP(NetworkConnection* connection = nullptr);
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void Client_Send_CHAT(const char* text);
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void Server_Send_CHAT(const char* text);
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void Client_Send_GAMECMD(uint32 eax, uint32 ebx, uint32 ecx, uint32 edx, uint32 esi, uint32 edi, uint32 ebp, uint8 callback);
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void Server_Send_GAMECMD(uint32 eax, uint32 ebx, uint32 ecx, uint32 edx, uint32 esi, uint32 edi, uint32 ebp, uint8 playerid, uint8 callback);
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void Server_Send_TICK();
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void Server_Send_PLAYERLIST();
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void Client_Send_PING();
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void Server_Send_PING();
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void Server_Send_PINGLIST();
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void Server_Send_SETDISCONNECTMSG(NetworkConnection& connection, const char* msg);
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void Server_Send_GAMEINFO(NetworkConnection& connection);
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void Server_Send_SHOWERROR(NetworkConnection& connection, rct_string_id title, rct_string_id message);
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void Server_Send_GROUPLIST(NetworkConnection& connection);
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std::vector<std::unique_ptr<NetworkPlayer>> player_list;
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std::vector<std::unique_ptr<NetworkGroup>> group_list;
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private:
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bool ProcessConnection(NetworkConnection& connection);
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void ProcessPacket(NetworkConnection& connection, NetworkPacket& packet);
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void ProcessGameCommandQueue();
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void AddClient(SOCKET socket);
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void RemoveClient(std::unique_ptr<NetworkConnection>& connection);
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NetworkPlayer* AddPlayer();
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void PrintError();
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const char* GetMasterServerUrl();
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std::string GenerateAdvertiseKey();
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struct GameCommand
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{
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GameCommand(uint32 t, uint32* args, uint8 p, uint8 cb) { tick = t, eax = args[0], ebx = args[1], ecx = args[2], edx = args[3], esi = args[4], edi = args[5], ebp = args[6]; playerid = p; callback = cb; };
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uint32 tick;
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uint32 eax, ebx, ecx, edx, esi, edi, ebp;
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uint8 playerid;
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uint8 callback;
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bool operator<(const GameCommand& comp) const {
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return tick < comp.tick;
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}
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};
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int mode;
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int status;
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NetworkAddress server_address;
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bool wsa_initialized;
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SOCKET listening_socket;
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unsigned short listening_port;
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NetworkConnection server_connection;
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uint32 last_tick_sent_time;
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uint32 last_ping_sent_time;
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uint32 server_tick;
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uint32 server_srand0;
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uint32 server_srand0_tick;
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uint8 player_id;
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std::list<std::unique_ptr<NetworkConnection>> client_connection_list;
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std::multiset<GameCommand> game_command_queue;
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std::vector<uint8> chunk_buffer;
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std::string password;
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bool _desynchronised;
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uint32 server_connect_time;
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uint32 last_advertise_time;
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std::string advertise_token;
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std::string advertise_key;
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int advertise_status;
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uint32 last_heartbeat_time;
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uint8 default_group;
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void UpdateServer();
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void UpdateClient();
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private:
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std::vector<void (Network::*)(NetworkConnection& connection, NetworkPacket& packet)> client_command_handlers;
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std::vector<void (Network::*)(NetworkConnection& connection, NetworkPacket& packet)> server_command_handlers;
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void Client_Handle_AUTH(NetworkConnection& connection, NetworkPacket& packet);
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void Server_Handle_AUTH(NetworkConnection& connection, NetworkPacket& packet);
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void Client_Handle_MAP(NetworkConnection& connection, NetworkPacket& packet);
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void Client_Handle_CHAT(NetworkConnection& connection, NetworkPacket& packet);
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void Server_Handle_CHAT(NetworkConnection& connection, NetworkPacket& packet);
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void Client_Handle_GAMECMD(NetworkConnection& connection, NetworkPacket& packet);
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void Server_Handle_GAMECMD(NetworkConnection& connection, NetworkPacket& packet);
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void Client_Handle_TICK(NetworkConnection& connection, NetworkPacket& packet);
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void Client_Handle_PLAYERLIST(NetworkConnection& connection, NetworkPacket& packet);
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void Client_Handle_PING(NetworkConnection& connection, NetworkPacket& packet);
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void Server_Handle_PING(NetworkConnection& connection, NetworkPacket& packet);
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void Client_Handle_PINGLIST(NetworkConnection& connection, NetworkPacket& packet);
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void Client_Handle_SETDISCONNECTMSG(NetworkConnection& connection, NetworkPacket& packet);
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void Server_Handle_GAMEINFO(NetworkConnection& connection, NetworkPacket& packet);
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void Client_Handle_SHOWERROR(NetworkConnection& connection, NetworkPacket& packet);
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void Client_Handle_GROUPLIST(NetworkConnection& connection, NetworkPacket& packet);
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};
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#endif // __cplusplus
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#else /* DISABLE_NETWORK */
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#define NETWORK_STREAM_ID "Multiplayer disabled"
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#endif /* DISABLE_NETWORK */
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#ifdef __cplusplus
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extern "C" {
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#endif // __cplusplus
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int network_init();
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void network_close();
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void network_shutdown_client();
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int network_begin_client(const char *host, int port);
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int network_begin_server(int port);
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int network_get_mode();
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int network_get_status();
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void network_update();
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int network_get_authstatus();
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uint32 network_get_server_tick();
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uint8 network_get_current_player_id();
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int network_get_num_players();
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const char* network_get_player_name(unsigned int index);
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uint32 network_get_player_flags(unsigned int index);
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int network_get_player_ping(unsigned int index);
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int network_get_player_id(unsigned int index);
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money32 network_get_player_money_spent(unsigned int index);
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void network_add_player_money_spent(unsigned int index, money32 cost);
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int network_get_player_last_action(unsigned int index, int time);
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void network_set_player_last_action(unsigned int index, int command);
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rct_xyz16 network_get_player_last_action_coord(unsigned int index);
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void network_set_player_last_action_coord(unsigned int index, rct_xyz16 coord);
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unsigned int network_get_player_commands_ran(unsigned int index);
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int network_get_player_index(uint8 id);
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uint8 network_get_player_group(unsigned int index);
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void network_set_player_group(unsigned int index, unsigned int groupindex);
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int network_get_group_index(uint8 id);
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uint8 network_get_group_id(unsigned int index);
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int network_get_num_groups();
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const char* network_get_group_name(unsigned int index);
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rct_string_id network_get_group_name_string_id(unsigned int index);
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void game_command_set_player_group(int* eax, int* ebx, int* ecx, int* edx, int* esi, int* edi, int* ebp);
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void game_command_modify_groups(int *eax, int *ebx, int *ecx, int *edx, int *esi, int *edi, int *ebp);
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void game_command_kick_player(int *eax, int *ebx, int *ecx, int *edx, int *esi, int *edi, int *ebp);
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uint8 network_get_default_group();
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int network_get_num_actions();
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rct_string_id network_get_action_name_string_id(unsigned int index);
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int network_can_perform_action(unsigned int groupindex, unsigned int index);
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void network_free_string_ids();
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void network_send_map();
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void network_send_chat(const char* text);
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void network_send_gamecmd(uint32 eax, uint32 ebx, uint32 ecx, uint32 edx, uint32 esi, uint32 edi, uint32 ebp, uint8 callback);
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void network_send_password(const char* password);
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void network_set_password(const char* password);
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void network_print_error();
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#ifdef __cplusplus
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}
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#endif // __cplusplus
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#endif
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