OpenTTD
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Types used for networking. More...
#include "core/game.h"
Go to the source code of this file.
Data Structures | |
struct | NetworkCompanyStats |
Simple calculated statistics of a company. More... | |
struct | NetworkCompanyState |
Some state information of a company, especially for servers. More... |
Typedefs | |
typedef uint8 | ClientIndex |
Indices into the client tables. | |
typedef uint8 | AdminIndex |
Indices into the admin tables. |
Enumerations | |
enum | NetworkVehicleType { NETWORK_VEH_TRAIN = 0, NETWORK_VEH_LORRY, NETWORK_VEH_BUS, NETWORK_VEH_PLANE, NETWORK_VEH_SHIP, NETWORK_VEH_END } |
Vehicletypes in the order they are send in info packets. | |
enum | ClientID { INVALID_CLIENT_ID = 0, CLIENT_ID_SERVER = 1, CLIENT_ID_FIRST = 2 } |
'Unique' identifier to be given to clients More... | |
enum | NetworkPasswordType { NETWORK_GAME_PASSWORD, NETWORK_COMPANY_PASSWORD } |
The type of password we're asking for. More... | |
enum | DestType { DESTTYPE_BROADCAST, DESTTYPE_TEAM, DESTTYPE_CLIENT } |
Destination of our chat messages. More... | |
enum | NetworkAction { NETWORK_ACTION_JOIN, NETWORK_ACTION_LEAVE, NETWORK_ACTION_SERVER_MESSAGE, NETWORK_ACTION_CHAT, NETWORK_ACTION_CHAT_COMPANY, NETWORK_ACTION_CHAT_CLIENT, NETWORK_ACTION_GIVE_MONEY, NETWORK_ACTION_NAME_CHANGE, NETWORK_ACTION_COMPANY_SPECTATOR, NETWORK_ACTION_COMPANY_JOIN, NETWORK_ACTION_COMPANY_NEW } |
Actions that can be used for NetworkTextMessage. | |
enum | NetworkErrorCode { NETWORK_ERROR_GENERAL, NETWORK_ERROR_DESYNC, NETWORK_ERROR_SAVEGAME_FAILED, NETWORK_ERROR_CONNECTION_LOST, NETWORK_ERROR_ILLEGAL_PACKET, NETWORK_ERROR_NEWGRF_MISMATCH, NETWORK_ERROR_NOT_AUTHORIZED, NETWORK_ERROR_NOT_EXPECTED, NETWORK_ERROR_WRONG_REVISION, NETWORK_ERROR_NAME_IN_USE, NETWORK_ERROR_WRONG_PASSWORD, NETWORK_ERROR_COMPANY_MISMATCH, NETWORK_ERROR_KICKED, NETWORK_ERROR_CHEATER, NETWORK_ERROR_FULL, NETWORK_ERROR_TOO_MANY_COMMANDS, NETWORK_ERROR_TIMEOUT_PASSWORD, NETWORK_ERROR_TIMEOUT_COMPUTER, NETWORK_ERROR_TIMEOUT_MAP, NETWORK_ERROR_TIMEOUT_JOIN, NETWORK_ERROR_END } |
The error codes we send around in the protocols. More... |
Variables | |
static const uint | MAX_CLIENTS = 255 |
How many clients can we have. | |
static const uint | MAX_CLIENT_SLOTS = 256 |
The number of slots; must be at least 1 more than MAX_CLIENTS. | |
static const AdminIndex | MAX_ADMINS = 16 |
Maximum number of allowed admins. | |
static const AdminIndex | INVALID_ADMIN_ID = UINT8_MAX |
An invalid admin marker. |
Types used for networking.
Definition in file network_type.h.
typedef uint8 AdminIndex |
Indices into the admin tables.
Definition at line 53 of file network_type.h.
enum ClientID |
'Unique' identifier to be given to clients
INVALID_CLIENT_ID |
Client is not part of anything. |
CLIENT_ID_SERVER |
Servers always have this ID. |
CLIENT_ID_FIRST |
The first client ID. |
Definition at line 43 of file network_type.h.
enum DestType |
Destination of our chat messages.
Definition at line 82 of file network_type.h.
enum NetworkErrorCode |
The error codes we send around in the protocols.
Definition at line 104 of file network_type.h.
enum NetworkPasswordType |
The type of password we're asking for.
NETWORK_GAME_PASSWORD |
The password of the game. |
NETWORK_COMPANY_PASSWORD |
The password of the company. |
Definition at line 76 of file network_type.h.
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An invalid admin marker.
Definition at line 58 of file network_type.h.
Referenced by IConsolePrint(), ServerNetworkAdminSocketHandler::Receive_ADMIN_RCON(), and ServerNetworkAdminSocketHandler::~ServerNetworkAdminSocketHandler().
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Maximum number of allowed admins.
Definition at line 56 of file network_type.h.
Referenced by ServerNetworkAdminSocketHandler::AllowConnection().
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The number of slots; must be at least 1 more than MAX_CLIENTS.
It must furthermore be less than or equal to 256 as client indices (sent over the network) are 8 bits. It needs 1 more for the dedicated server.
Definition at line 27 of file network_type.h.
Referenced by NetworkChatWindow::ChatTabCompletionNextItem().