OpenTTD
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Server part of the network protocol. More...
Go to the source code of this file.
Data Structures | |
class | ServerNetworkGameSocketHandler |
Class for handling the server side of the game connection. More... |
Macros | |
#define | FOR_ALL_CLIENT_SOCKETS_FROM(var, start) FOR_ALL_ITEMS_FROM(NetworkClientSocket, clientsocket_index, var, start) |
Iterate over all the sockets from a given starting point. | |
#define | FOR_ALL_CLIENT_SOCKETS(var) FOR_ALL_CLIENT_SOCKETS_FROM(var, 0) |
Iterate over all the sockets. |
Typedefs | |
typedef ServerNetworkGameSocketHandler | NetworkClientSocket |
Make the code look slightly nicer/simpler. | |
typedef Pool < NetworkClientSocket, ClientIndex, 8, MAX_CLIENT_SLOTS, PT_NCLIENT > | NetworkClientSocketPool |
Pool with all client sockets. |
Functions | |
void | NetworkServer_Tick (bool send_frame) |
This is called every tick if this is a _network_server. | |
void | NetworkServerSetCompanyPassword (CompanyID company_id, const char *password, bool already_hashed=true) |
Set/Reset a company password on the server end. | |
void | NetworkServerUpdateCompanyPassworded (CompanyID company_id, bool passworded) |
Tell that a particular company is (not) passworded. |
Variables | |
NetworkClientSocketPool | _networkclientsocket_pool |
The pool with clients. |
Server part of the network protocol.
Definition in file network_server.h.
#define FOR_ALL_CLIENT_SOCKETS | ( | var | ) | FOR_ALL_CLIENT_SOCKETS_FROM(var, 0) |
Iterate over all the sockets.
var | The variable to iterate with. |
Definition at line 139 of file network_server.h.
Referenced by ServerNetworkGameSocketHandler::CloseConnection(), DistributeCommandPacket(), ServerNetworkGameSocketHandler::GetByClientID(), HasClients(), NetworkClose(), NetworkCountActiveClients(), NetworkDisconnect(), NetworkDistributeCommands(), NetworkHasJoiningClient(), NetworkServer_Tick(), NetworkServerKickOrBanIP(), NetworkServerSendChat(), NetworkServerSendConfigUpdate(), NetworkServerShowStatusToConsole(), NetworkServerUpdateCompanyPassworded(), NetworkUpdateClientInfo(), ServerNetworkAdminSocketHandler::Receive_ADMIN_POLL(), ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(), ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP(), ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(), ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(), ServerNetworkGameSocketHandler::Send(), ServerNetworkGameSocketHandler::SendCompanyInfo(), ServerNetworkGameSocketHandler::SendError(), ServerNetworkGameSocketHandler::SendMap(), ServerNetworkGameSocketHandler::SendWait(), and ServerNetworkGameSocketHandler::SendWelcome().
#define FOR_ALL_CLIENT_SOCKETS_FROM | ( | var, | |
start | |||
) | FOR_ALL_ITEMS_FROM(NetworkClientSocket, clientsocket_index, var, start) |
Iterate over all the sockets from a given starting point.
var | The variable to iterate with. |
start | The start of the iteration. |
Definition at line 133 of file network_server.h.
typedef ServerNetworkGameSocketHandler NetworkClientSocket |
Make the code look slightly nicer/simpler.
Definition at line 21 of file network_server.h.
typedef Pool<NetworkClientSocket, ClientIndex, 8, MAX_CLIENT_SLOTS, PT_NCLIENT> NetworkClientSocketPool |
Pool with all client sockets.
Definition at line 25 of file network_server.h.
void NetworkServer_Tick | ( | bool | send_frame | ) |
This is called every tick if this is a _network_server.
send_frame | Whether to send the frame to the clients. |
Definition at line 1804 of file network_server.cpp.
References _frame_counter, _last_sync_frame, _realtime_tick, _settings_client, NetworkSettings::bytes_per_frame, NetworkSettings::bytes_per_frame_burst, CC_ERROR, CC_WARNING, DAY_TICKS, FOR_ALL_CLIENT_SOCKETS, IConsolePrintF(), NetworkSettings::max_download_time, NetworkSettings::max_init_time, NetworkSettings::max_join_time, NetworkSettings::max_lag_time, NetworkSettings::max_password_time, MILLISECONDS_PER_TICK, min(), ClientSettings::network, NetworkHandleCommandQueue(), NetworkUDPAdvertise(), and NetworkSettings::sync_freq.
void NetworkServerSetCompanyPassword | ( | CompanyID | company_id, |
const char * | password, | ||
bool | already_hashed | ||
) |
Set/Reset a company password on the server end.
company_id | ID of the company the password should be changed for. |
password | The new password. |
already_hashed | Is the given password already hashed? |
Definition at line 1775 of file network_server.cpp.
References _network_company_states, _settings_client, _settings_game, GameSettings::game_creation, GenerateCompanyPasswordHash(), GameCreationSettings::generation_seed, Company::IsValidHumanID(), lastof, ClientSettings::network, NetworkSettings::network_id, NetworkServerUpdateCompanyPassworded(), strecpy(), and StrEmpty().
Referenced by NetworkChangeCompanyPassword(), and ServerNetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD().
void NetworkServerUpdateCompanyPassworded | ( | CompanyID | company_id, |
bool | passworded | ||
) |
Tell that a particular company is (not) passworded.
company_id | The company that got/removed the password. |
passworded | Whether the password was received or removed. |
Definition at line 2009 of file network_server.cpp.
References _network_company_passworded, FOR_ALL_CLIENT_SOCKETS, Pool< Titem, Tindex, Tgrowth_step, Tmax_size, Tpool_type, Tcache, Tzero >::PoolItem<&_company_pool >::GetIfValid(), NetworkAdminCompanyUpdate(), NetworkCompanyIsPassworded(), SB(), SetWindowClassesDirty(), and WC_COMPANY.
Referenced by NetworkAutoCleanCompanies(), NetworkServerNewCompany(), and NetworkServerSetCompanyPassword().
NetworkClientSocketPool _networkclientsocket_pool |
The pool with clients.