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Variables and function used internally. More...
Go to the source code of this file.
| Data Structures | |
| struct | CommandPacket | 
| Everything we need to know about a command to be able to execute it.  More... | |
| Macros | |
| #define | _ddc_fastforward (false) | 
| Helper variable to make the dedicated server go fast until the (first) join. | |
| Typedefs | |
| typedef class ServerNetworkGameSocketHandler | NetworkClientSocket | 
| Enumerations | |
| enum | NetworkJoinStatus { 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, NETWORK_JOIN_STATUS_END } | 
| Status of the clients during joining.  More... | |
| enum | NetworkLanguage { NETLANG_ANY = 0, NETLANG_ENGLISH, NETLANG_GERMAN, NETLANG_FRENCH, NETLANG_BRAZILIAN, NETLANG_BULGARIAN, NETLANG_CHINESE, NETLANG_CZECH, NETLANG_DANISH, NETLANG_DUTCH, NETLANG_ESPERANTO, NETLANG_FINNISH, NETLANG_HUNGARIAN, NETLANG_ICELANDIC, NETLANG_ITALIAN, NETLANG_JAPANESE, NETLANG_KOREAN, NETLANG_LITHUANIAN, NETLANG_NORWEGIAN, NETLANG_POLISH, NETLANG_PORTUGUESE, NETLANG_ROMANIAN, NETLANG_RUSSIAN, NETLANG_SLOVAK, NETLANG_SLOVENIAN, NETLANG_SPANISH, NETLANG_SWEDISH, NETLANG_TURKISH, NETLANG_UKRAINIAN, NETLANG_AFRIKAANS, NETLANG_CROATIAN, NETLANG_CATALAN, NETLANG_ESTONIAN, NETLANG_GALICIAN, NETLANG_GREEK, NETLANG_LATVIAN, NETLANG_COUNT } | 
| Language ids for server_lang and client_lang.  More... | |
| Functions | |
| void | NetworkTCPQueryServer (NetworkAddress address) | 
| void | GetBindAddresses (NetworkAddressList *addresses, uint16 port) | 
| Get the addresses to bind to. | |
| void | NetworkAddServer (const char *b) | 
| void | NetworkRebuildHostList () | 
| void | UpdateNetworkGameWindow () | 
| Update the network new window because a new server is found on the network. | |
| bool | IsNetworkCompatibleVersion (const char *version) | 
| Checks whether the given version string is compatible with our version. | |
| void | NetworkDistributeCommands () | 
| Distribute the commands of ourself and the clients. | |
| void | NetworkExecuteLocalCommandQueue () | 
| Execute all commands on the local command queue that ought to be executed this frame. | |
| void | NetworkFreeLocalCommandQueue () | 
| Free the local command queues. | |
| void | NetworkSyncCommandQueue (NetworkClientSocket *cs) | 
| Sync our local command queue to the command queue of the given socket. | |
| void | NetworkError (StringID error_string) | 
| void | NetworkTextMessage (NetworkAction action, TextColour colour, bool self_send, const char *name, const char *str="", int64 data=0) | 
| uint | NetworkCalculateLag (const NetworkClientSocket *cs) | 
| StringID | GetNetworkErrorMsg (NetworkErrorCode err) | 
| Retrieve the string id of an internal error number. | |
| bool | NetworkFindName (char *new_name, const char *last) | 
| Check whether a name is unique, and otherwise try to make it unique. | |
| const char * | GenerateCompanyPasswordHash (const char *password, const char *password_server_id, uint32 password_game_seed) | 
| Hash the given password using server ID and game seed. | |
| Variables | |
| uint32 | _frame_counter_server | 
| The frame_counter of the server, if in network-mode. | |
| uint32 | _frame_counter_max | 
| To where we may go with our clients. | |
| uint32 | _frame_counter | 
| The current frame. | |
| uint32 | _last_sync_frame | 
| Used in the server to store the last time a sync packet was sent to clients. | |
| NetworkAddressList | _broadcast_list | 
| List of broadcast addresses. | |
| uint32 | _sync_seed_1 | 
| Seed to compare during sync checks. | |
| uint32 | _sync_frame | 
| The frame to perform the sync check. | |
| bool | _network_first_time | 
| Whether we have finished joining or not. | |
| NetworkJoinStatus | _network_join_status | 
| The status of joining. | |
| uint8 | _network_join_waiting | 
| The number of clients waiting in front of us. | |
| uint32 | _network_join_bytes | 
| The number of bytes we already downloaded. | |
| uint32 | _network_join_bytes_total | 
| The total number of bytes to download. | |
| uint8 | _network_reconnect | 
| Reconnect timeout. | |
| bool | _network_udp_server | 
| Is the UDP server started? | |
| uint16 | _network_udp_broadcast | 
| Timeout for the UDP broadcasts. | |
| uint8 | _network_advertise_retries | 
| The number of advertisement retries we did. | |
| CompanyMask | _network_company_passworded | 
| Bitmask of the password status of all companies. | |
Variables and function used internally.
Definition in file network_internal.h.
| #define _ddc_fastforward (false) | 
Helper variable to make the dedicated server go fast until the (first) join.
Used to load the desync debug logs, i.e. for reproducing a desync. There's basically no need to ever enable this, unless you really know what you are doing, i.e. debugging a desync. See docs/desync.txt for details.
Definition at line 51 of file network_internal.h.
Referenced by VideoDriver_Dedicated::MainLoop().
| enum NetworkJoinStatus | 
Status of the clients during joining.
Definition at line 57 of file network_internal.h.
| enum NetworkLanguage | 
Language ids for server_lang and client_lang.
Do NOT modify the order.
Definition at line 70 of file network_internal.h.
| const char* GenerateCompanyPasswordHash | ( | const char * | password, | 
| const char * | password_server_id, | ||
| uint32 | password_game_seed | ||
| ) | 
Hash the given password using server ID and game seed.
| password | Password to hash. | 
| password_server_id | Server ID. | 
| password_game_seed | Game seed. | 
Definition at line 194 of file network.cpp.
References lastof, NETWORK_SERVER_ID_LENGTH, seprintf(), and StrEmpty().
Referenced by NetworkServerSetCompanyPassword(), ClientNetworkGameSocketHandler::SendCompanyPassword(), ClientNetworkGameSocketHandler::SendMove(), and ClientNetworkGameSocketHandler::SendSetPassword().
| void GetBindAddresses | ( | NetworkAddressList * | addresses, | 
| uint16 | port | ||
| ) | 
Get the addresses to bind to.
| addresses | the list to write to. | 
| port | the port to bind to. | 
Definition at line 635 of file network.cpp.
References SmallVector< T, S >::Append(), SmallVector< T, S >::Begin(), SmallVector< T, S >::End(), and SmallVector< T, S >::Length().
Referenced by TCPListenHandler< ServerNetworkGameSocketHandler, PACKET_SERVER_FULL, PACKET_SERVER_BANNED >::Listen(), and NetworkUDPInitialize().
| StringID GetNetworkErrorMsg | ( | NetworkErrorCode | err | ) | 
Retrieve the string id of an internal error number.
| err | NetworkErrorCode | 
Definition at line 310 of file network.cpp.
References lengthof.
Referenced by ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(), ClientNetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(), ServerNetworkAdminSocketHandler::SendError(), and ServerNetworkGameSocketHandler::SendError().
| bool IsNetworkCompatibleVersion | ( | const char * | other | ) | 
Checks whether the given version string is compatible with our version.
| other | the version string to compare to | 
Definition at line 1107 of file network.cpp.
References NETWORK_REVISION_LENGTH.
Referenced by ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(), and ClientNetworkUDPSocketHandler::Receive_SERVER_RESPONSE().
| void NetworkDistributeCommands | ( | ) | 
Distribute the commands of ourself and the clients.
Definition at line 284 of file network_command.cpp.
References DistributeQueue(), and FOR_ALL_CLIENT_SOCKETS.
| bool NetworkFindName | ( | char * | new_name, | 
| const char * | last | ||
| ) | 
Check whether a name is unique, and otherwise try to make it unique.
| new_name | The name to check/modify. | 
| last | The last writeable element of the buffer. | 
Definition at line 1707 of file network_server.cpp.
References CLIENT_ID_SERVER, NetworkClientInfo::client_name, FOR_ALL_CLIENT_INFOS, NetworkClientInfo::GetByClientID(), lastof, MAX_CLIENTS, NETWORK_CLIENT_NAME_LENGTH, seprintf(), and strecpy().
Referenced by NetworkUpdateClientName(), ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(), and ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME().
| void NetworkSyncCommandQueue | ( | NetworkClientSocket * | cs | ) | 
Sync our local command queue to the command queue of the given socket.
This is needed for the case where we receive a command before saving the game for a joining client, but without the execution of those commands. Not syncing those commands means that the client will never get them and as such will be in a desynced state from the time it started with joining.
| cs | The client to sync the queue to. | 
Definition at line 183 of file network_command.cpp.
References CommandContainer::callback, CommandPacket::next, and CommandQueue::Peek().
Referenced by ServerNetworkGameSocketHandler::SendMap().
 1.8.1.2
 1.8.1.2