@@ -63,36 +63,36 @@ static_assert(NetworkClientInfoPool::MAX_SIZE == NetworkClientSocketPool::MAX_SI
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NetworkClientInfoPool _networkclientinfo_pool("NetworkClientInfo");
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INSTANTIATE_POOL_METHODS(NetworkClientInfo)
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bool _networking; ///< are we in networking mode?
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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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bool _network_settings_access; ///< Can this client change server settings?
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bool _networking; ///< are we in networking mode?
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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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bool _network_settings_access; ///< Can this client change server settings?
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NetworkCompanyState *_network_company_states = nullptr; ///< Statistics about some companies.
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std::string _network_company_server_id; ///< Server ID string used for company passwords
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uint8 _network_company_password_storage_token[16]; ///< Non-secret token for storage of company passwords in savegames
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uint8 _network_company_password_storage_key[32]; ///< Key for storage of company passwords in savegames
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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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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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uint64 _sync_state_checksum; ///< State checksum to compare during sync checks.
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uint32 _sync_frame; ///< The frame to perform the sync check.
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Date _last_sync_date; ///< The game date of the last successfully received sync frame
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DateFract _last_sync_date_fract; ///< "
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uint8 _last_sync_tick_skip_counter; ///< "
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uint32 _last_sync_frame_counter; ///< "
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bool _network_first_time; ///< Whether we have finished joining or not.
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CompanyMask _network_company_passworded; ///< Bitmask of the password status of all companies.
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std::string _network_company_server_id; ///< Server ID string used for company passwords
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uint8_t _network_company_password_storage_token[16]; ///< Non-secret token for storage of company passwords in savegames
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uint8_t _network_company_password_storage_key[32]; ///< Key for storage of company passwords in savegames
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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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uint8_t _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_t _frame_counter_server; ///< The frame_counter of the server, if in network-mode
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uint32_t _frame_counter_max; ///< To where we may go with our clients
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uint32_t _frame_counter; ///< The current frame.
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uint32_t _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_t _sync_seed_1; ///< Seed to compare during sync checks.
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uint64_t _sync_state_checksum; ///< State checksum to compare during sync checks.
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uint32_t _sync_frame; ///< The frame to perform the sync check.
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Date _last_sync_date; ///< The game date of the last successfully received sync frame
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||||
DateFract _last_sync_date_fract; ///< "
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uint8_t _last_sync_tick_skip_counter; ///< "
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uint32_t _last_sync_frame_counter; ///< "
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bool _network_first_time; ///< Whether we have finished joining or not.
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CompanyMask _network_company_passworded; ///< Bitmask of the password status of all companies.
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ring_buffer<NetworkSyncRecord> _network_sync_records;
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ring_buffer<uint> _network_sync_record_counts;
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@@ -195,7 +195,7 @@ std::string NetworkChangeCompanyPassword(CompanyID company_id, std::string passw
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* @param password_game_seed Game seed.
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* @return The hashed password.
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*/
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std::string GenerateCompanyPasswordHash(const std::string &password, const std::string &password_server_id, uint32 password_game_seed)
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std::string GenerateCompanyPasswordHash(const std::string &password, const std::string &password_server_id, uint32_t password_game_seed)
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{
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if (password.empty()) return password;
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@@ -229,7 +229,7 @@ std::string GenerateCompanyPasswordHash(const std::string &password, const std::
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* @param password_game_seed Game seed.
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* @return The hashed password.
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*/
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std::vector<uint8> GenerateGeneralPasswordHash(const std::string &password, const std::string &password_server_id, uint64 password_game_seed)
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std::vector<uint8_t> GenerateGeneralPasswordHash(const std::string &password, const std::string &password_server_id, uint64_t password_game_seed)
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{
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if (password.empty()) return {};
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||||
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||||
@@ -532,7 +532,7 @@ std::string_view ParseCompanyFromConnectionString(const std::string &connection_
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std::string_view company_string = ip.substr(offset + 1);
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ip = ip.substr(0, offset);
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uint8 company_value;
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uint8_t company_value;
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bool success = IntFromChars(company_string.data(), company_string.data() + company_string.size(), company_value);
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if (success) {
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if (company_value != COMPANY_NEW_COMPANY && company_value != COMPANY_SPECTATOR) {
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@@ -566,7 +566,7 @@ std::string_view ParseCompanyFromConnectionString(const std::string &connection_
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||||
* @param company_id The company ID to set, if available.
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* @return A std::string_view into the connection string with the (IP) address part.
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||||
*/
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std::string_view ParseFullConnectionString(const std::string &connection_string, uint16 &port, CompanyID *company_id)
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||||
std::string_view ParseFullConnectionString(const std::string &connection_string, uint16_t &port, CompanyID *company_id)
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{
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||||
std::string_view ip = ParseCompanyFromConnectionString(connection_string, company_id);
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||||
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||||
@@ -586,9 +586,9 @@ std::string_view ParseFullConnectionString(const std::string &connection_string,
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||||
* @param default_port The port to use if none is given.
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||||
* @return The normalized connection string.
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||||
*/
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||||
std::string NormalizeConnectionString(const std::string &connection_string, uint16 default_port)
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std::string NormalizeConnectionString(const std::string &connection_string, uint16_t default_port)
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||||
{
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||||
uint16 port = default_port;
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||||
uint16_t port = default_port;
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||||
std::string_view ip = ParseFullConnectionString(connection_string, port);
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||||
return std::string(ip) + ":" + std::to_string(port);
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||||
}
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||||
@@ -601,9 +601,9 @@ std::string NormalizeConnectionString(const std::string &connection_string, uint
|
||||
* @param default_port The default port to set port to if not in connection_string.
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||||
* @return A valid NetworkAddress of the parsed information.
|
||||
*/
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||||
NetworkAddress ParseConnectionString(const std::string &connection_string, uint16 default_port)
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||||
NetworkAddress ParseConnectionString(const std::string &connection_string, uint16_t default_port)
|
||||
{
|
||||
uint16 port = default_port;
|
||||
uint16_t port = default_port;
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||||
std::string_view ip = ParseFullConnectionString(connection_string, port);
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||||
return NetworkAddress(ip, port);
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||||
}
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||||
@@ -772,7 +772,7 @@ NetworkGameList *NetworkAddServer(const std::string &connection_string, bool man
|
||||
* @param addresses the list to write to.
|
||||
* @param port the port to bind to.
|
||||
*/
|
||||
void GetBindAddresses(NetworkAddressList *addresses, uint16 port)
|
||||
void GetBindAddresses(NetworkAddressList *addresses, uint16_t port)
|
||||
{
|
||||
for (const auto &iter : _network_bind_list) {
|
||||
addresses->emplace_back(iter.c_str(), port);
|
||||
@@ -1177,7 +1177,7 @@ void NetworkGameLoop()
|
||||
static uint next_tick_skip_counter;
|
||||
static std::unique_ptr<CommandPacket> cp;
|
||||
static bool check_sync_state = false;
|
||||
static uint32 sync_state[2];
|
||||
static uint32_t sync_state[2];
|
||||
if (f == nullptr && next_date == 0) {
|
||||
DEBUG(desync, 0, "Cannot open commands.log");
|
||||
next_date = 1;
|
||||
@@ -1370,7 +1370,7 @@ static void NetworkGenerateServerId()
|
||||
|
||||
std::string NetworkGenerateRandomKeyString(uint bytes)
|
||||
{
|
||||
uint8 *key = AllocaM(uint8, bytes);
|
||||
uint8_t *key = AllocaM(uint8_t, bytes);
|
||||
NetworkRandomBytesWithFallback(key, bytes);
|
||||
|
||||
return FormatArrayAsHex({key, bytes});
|
||||
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Reference in New Issue
Block a user