Basic functions to receive and send TCP packets for game purposes. More...
#include "os_abstraction.h"
#include "tcp.h"
#include "../network_type.h"
#include "../../core/pool_type.hpp"
Go to the source code of this file.
Data Structures | |
class | NetworkClientSocket |
Base socket handler for all TCP sockets. More... | |
Defines | |
#define | FOR_ALL_CLIENT_SOCKETS_FROM(var, start) FOR_ALL_ITEMS_FROM(NetworkClientSocket, clientsocket_index, var, start) |
#define | FOR_ALL_CLIENT_SOCKETS(var) FOR_ALL_CLIENT_SOCKETS_FROM(var, 0) |
Typedefs | |
typedef Pool < NetworkClientSocket, ClientIndex, 8, MAX_CLIENT_SLOTS > | NetworkClientSocketPool |
Enumerations | |
enum | { PACKET_SERVER_FULL, PACKET_SERVER_BANNED, PACKET_CLIENT_JOIN, PACKET_SERVER_ERROR, PACKET_CLIENT_COMPANY_INFO, PACKET_SERVER_COMPANY_INFO, PACKET_SERVER_CLIENT_INFO, PACKET_SERVER_NEED_GAME_PASSWORD, PACKET_SERVER_NEED_COMPANY_PASSWORD, PACKET_CLIENT_GAME_PASSWORD, PACKET_CLIENT_COMPANY_PASSWORD, PACKET_SERVER_WELCOME, PACKET_CLIENT_GETMAP, PACKET_SERVER_WAIT, PACKET_SERVER_MAP, PACKET_CLIENT_MAP_OK, PACKET_SERVER_JOIN, PACKET_SERVER_FRAME, PACKET_SERVER_SYNC, PACKET_CLIENT_ACK, PACKET_CLIENT_COMMAND, PACKET_SERVER_COMMAND, PACKET_CLIENT_CHAT, PACKET_SERVER_CHAT, PACKET_CLIENT_SET_PASSWORD, PACKET_CLIENT_SET_NAME, PACKET_CLIENT_QUIT, PACKET_CLIENT_ERROR, PACKET_SERVER_QUIT, PACKET_SERVER_ERROR_QUIT, PACKET_SERVER_SHUTDOWN, PACKET_SERVER_NEWGAME, PACKET_SERVER_RCON, PACKET_CLIENT_RCON, PACKET_SERVER_CHECK_NEWGRFS, PACKET_CLIENT_NEWGRFS_CHECKED, PACKET_SERVER_MOVE, PACKET_CLIENT_MOVE, PACKET_SERVER_COMPANY_UPDATE, PACKET_SERVER_CONFIG_UPDATE, PACKET_END } |
Enum with all types of UDP packets. More... | |
enum | ClientStatus { STATUS_INACTIVE, STATUS_AUTH_GAME, STATUS_AUTH_COMPANY, STATUS_AUTHORIZED, STATUS_MAP_WAIT, STATUS_MAP, STATUS_DONE_MAP, STATUS_PRE_ACTIVE, STATUS_ACTIVE } |
Status of a client. More... | |
Variables | |
NetworkClientSocketPool | _networkclientsocket_pool |
Basic functions to receive and send TCP packets for game purposes.
Definition in file tcp_game.h.
anonymous enum |
Enum with all types of UDP packets.
The order of the first 4 packets MUST not be changed, as it protects old clients from joining newer servers (because SERVER_ERROR is the respond to a wrong revision)
Definition at line 30 of file tcp_game.h.
enum ClientStatus |
Status of a client.
Definition at line 78 of file tcp_game.h.