(svn r22423) -Document: some network stuff
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@@ -44,8 +44,10 @@
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bool _ddc_fastforward = true;
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#endif /* DEBUG_DUMP_COMMANDS */
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/** Make sure both pools have the same size. */
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assert_compile(NetworkClientInfoPool::MAX_SIZE == NetworkClientSocketPool::MAX_SIZE);
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/** The pool with client information. */
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NetworkClientInfoPool _networkclientinfo_pool("NetworkClientInfo");
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INSTANTIATE_POOL_METHODS(NetworkClientInfo)
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@@ -54,30 +56,30 @@ bool _network_server; ///< network-server is active
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bool _network_available; ///< is network mode available?
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bool _network_dedicated; ///< are we a dedicated server?
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bool _is_network_server; ///< Does this client wants to be a network-server?
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NetworkServerGameInfo _network_game_info;
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NetworkCompanyState *_network_company_states = NULL;
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ClientID _network_own_client_id;
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ClientID _redirect_console_to_client;
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bool _network_need_advertise;
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uint32 _network_last_advertise_frame;
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uint8 _network_reconnect;
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StringList _network_bind_list;
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StringList _network_host_list;
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StringList _network_ban_list;
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uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode
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uint32 _frame_counter_max; // To where we may go with our clients
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uint32 _frame_counter;
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uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients.
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NetworkAddressList _broadcast_list;
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uint32 _sync_seed_1;
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NetworkServerGameInfo _network_game_info; ///< Information about our game.
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NetworkCompanyState *_network_company_states = NULL; ///< Statistics about some companies.
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ClientID _network_own_client_id; ///< Our client identifier.
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ClientID _redirect_console_to_client; ///< If not invalid, redirect the console output to a client.
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bool _network_need_advertise; ///< Whether we need to advertise.
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uint32 _network_last_advertise_frame; ///< Last time we did advertise.
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uint8 _network_reconnect; ///< Reconnect timeout
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StringList _network_bind_list; ///< The addresses to bind on.
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StringList _network_host_list; ///< The servers we know.
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StringList _network_ban_list; ///< The banned clients.
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uint32 _frame_counter_server; ///< The frame_counter of the server, if in network-mode
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uint32 _frame_counter_max; ///< To where we may go with our clients
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uint32 _frame_counter; ///< The current frame.
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uint32 _last_sync_frame; ///< Used in the server to store the last time a sync packet was sent to clients.
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NetworkAddressList _broadcast_list; ///< List of broadcast addresses.
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uint32 _sync_seed_1; ///< Seed to compare during sync checks.
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#ifdef NETWORK_SEND_DOUBLE_SEED
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uint32 _sync_seed_2;
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uint32 _sync_seed_2; ///< Second part of the seed.
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#endif
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uint32 _sync_frame;
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bool _network_first_time;
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bool _network_udp_server;
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uint16 _network_udp_broadcast;
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uint8 _network_advertise_retries;
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uint32 _sync_frame; ///< The frame to perform the sync check.
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bool _network_first_time; ///< Whether we have finished joining or not.
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bool _network_udp_server; ///< Is the UDP server started?
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uint16 _network_udp_broadcast; ///< Timeout for the UDP broadcasts.
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uint8 _network_advertise_retries; ///< The number of advertisement retries we did.
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CompanyMask _network_company_passworded; ///< Bitmask of the password status of all companies.
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/* Check whether NETWORK_NUM_LANDSCAPES is still in sync with NUM_LANDSCAPE */
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@@ -88,7 +90,7 @@ extern NetworkUDPSocketHandler *_udp_client_socket; ///< udp client socket
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extern NetworkUDPSocketHandler *_udp_server_socket; ///< udp server socket
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extern NetworkUDPSocketHandler *_udp_master_socket; ///< udp master socket
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/* The amount of clients connected */
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/** The amount of clients connected */
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byte _network_clients_connected = 0;
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/* Some externs / forwards */
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