Changeset - r17641:a80e43fd2f5e
[Not reviewed]
master
0 11 0
rubidium - 14 years ago 2011-05-04 20:24:23
rubidium@openttd.org
(svn r22423) -Document: some network stuff
11 files changed with 213 insertions and 48 deletions:
0 comments (0 inline, 0 general)
src/network/network.cpp
Show inline comments
 
@@ -44,8 +44,10 @@
 
bool _ddc_fastforward = true;
 
#endif /* DEBUG_DUMP_COMMANDS */
 

	
 
/** Make sure both pools have the same size. */
 
assert_compile(NetworkClientInfoPool::MAX_SIZE == NetworkClientSocketPool::MAX_SIZE);
 

	
 
/** The pool with client information. */
 
NetworkClientInfoPool _networkclientinfo_pool("NetworkClientInfo");
 
INSTANTIATE_POOL_METHODS(NetworkClientInfo)
 

	
 
@@ -54,30 +56,30 @@ bool _network_server;     ///< network-s
 
bool _network_available;  ///< is network mode available?
 
bool _network_dedicated;  ///< are we a dedicated server?
 
bool _is_network_server;  ///< Does this client wants to be a network-server?
 
NetworkServerGameInfo _network_game_info;
 
NetworkCompanyState *_network_company_states = NULL;
 
ClientID _network_own_client_id;
 
ClientID _redirect_console_to_client;
 
bool _network_need_advertise;
 
uint32 _network_last_advertise_frame;
 
uint8 _network_reconnect;
 
StringList _network_bind_list;
 
StringList _network_host_list;
 
StringList _network_ban_list;
 
uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode
 
uint32 _frame_counter_max; // To where we may go with our clients
 
uint32 _frame_counter;
 
uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients.
 
NetworkAddressList _broadcast_list;
 
uint32 _sync_seed_1;
 
NetworkServerGameInfo _network_game_info; ///< Information about our game.
 
NetworkCompanyState *_network_company_states = NULL; ///< Statistics about some companies.
 
ClientID _network_own_client_id;      ///< Our client identifier.
 
ClientID _redirect_console_to_client; ///< If not invalid, redirect the console output to a client.
 
bool _network_need_advertise;         ///< Whether we need to advertise.
 
uint32 _network_last_advertise_frame; ///< Last time we did advertise.
 
uint8 _network_reconnect;             ///< Reconnect timeout
 
StringList _network_bind_list;        ///< The addresses to bind on.
 
StringList _network_host_list;        ///< The servers we know.
 
StringList _network_ban_list;         ///< The banned clients.
 
uint32 _frame_counter_server;         ///< The frame_counter of the server, if in network-mode
 
uint32 _frame_counter_max;            ///< To where we may go with our clients
 
uint32 _frame_counter;                ///< The current frame.
 
uint32 _last_sync_frame;              ///< Used in the server to store the last time a sync packet was sent to clients.
 
NetworkAddressList _broadcast_list;   ///< List of broadcast addresses.
 
uint32 _sync_seed_1;                  ///< Seed to compare during sync checks.
 
#ifdef NETWORK_SEND_DOUBLE_SEED
 
uint32 _sync_seed_2;
 
uint32 _sync_seed_2;                  ///< Second part of the seed.
 
#endif
 
uint32 _sync_frame;
 
bool _network_first_time;
 
bool _network_udp_server;
 
uint16 _network_udp_broadcast;
 
uint8 _network_advertise_retries;
 
uint32 _sync_frame;                   ///< The frame to perform the sync check.
 
bool _network_first_time;             ///< Whether we have finished joining or not.
 
bool _network_udp_server;             ///< Is the UDP server started?
 
uint16 _network_udp_broadcast;        ///< Timeout for the UDP broadcasts.
 
uint8 _network_advertise_retries;     ///< The number of advertisement retries we did.
 
CompanyMask _network_company_passworded; ///< Bitmask of the password status of all companies.
 

	
 
/* Check whether NETWORK_NUM_LANDSCAPES is still in sync with NUM_LANDSCAPE */
 
@@ -88,7 +90,7 @@ extern NetworkUDPSocketHandler *_udp_cli
 
extern NetworkUDPSocketHandler *_udp_server_socket; ///< udp server socket
 
extern NetworkUDPSocketHandler *_udp_master_socket; ///< udp master socket
 

	
 
/* The amount of clients connected */
 
/** The amount of clients connected */
 
byte _network_clients_connected = 0;
 

	
 
/* Some externs / forwards */
src/network/network_admin.cpp
Show inline comments
 
@@ -33,6 +33,7 @@ AdminIndex _redirect_console_to_admin = 
 
/** The amount of admins connected. */
 
byte _network_admins_connected = 0;
 

	
 
/** The pool with sockets/clients. */
 
NetworkAdminSocketPool _networkadminsocket_pool("NetworkAdminSocket");
 
INSTANTIATE_POOL_METHODS(NetworkAdminSocket)
 

	
 
@@ -52,6 +53,7 @@ static const AdminUpdateFrequency _admin
 
	ADMIN_FREQUENCY_POLL,                                                                                                                                  ///< ADMIN_UPDATE_CMD_NAMES
 
	                       ADMIN_FREQUENCY_AUTOMATIC,                                                                                                      ///< ADMIN_UPDATE_CMD_LOGGING
 
};
 
/** Sanity check. */
 
assert_compile(lengthof(_admin_update_type_frequencies) == ADMIN_UPDATE_END);
 

	
 
/**
 
@@ -655,7 +657,7 @@ NetworkRecvStatus ServerNetworkAdminSock
 

	
 
/**
 
 * Notify the admin network of a new client (if they did opt in for the respective update).
 
 * @param ci the client info.
 
 * @param cs the client info.
 
 * @param new_client if this is a new client, send the respective packet too.
 
 */
 
void NetworkAdminClientInfo(const NetworkClientSocket *cs, bool new_client)
src/network/network_base.h
Show inline comments
 
@@ -19,9 +19,11 @@
 
#include "../core/pool_type.hpp"
 
#include "../company_type.h"
 

	
 
/** Type for the pool with client information. */
 
typedef Pool<NetworkClientInfo, ClientIndex, 8, MAX_CLIENT_SLOTS, PT_NCLIENT> NetworkClientInfoPool;
 
extern NetworkClientInfoPool _networkclientinfo_pool;
 

	
 
/** Container for all information known about a client. */
 
struct NetworkClientInfo : NetworkClientInfoPool::PoolItem<&_networkclientinfo_pool> {
 
	ClientID client_id;                             ///< Client identifier (same as ClientState->client_id)
 
	char client_name[NETWORK_CLIENT_NAME_LENGTH];   ///< Name of the client
 
@@ -29,13 +31,27 @@ struct NetworkClientInfo : NetworkClient
 
	CompanyID client_playas;                        ///< As which company is this client playing (CompanyID)
 
	Date join_date;                                 ///< Gamedate the client has joined
 

	
 
	/**
 
	 * Create a new client.
 
	 * @param client_id The unique identifier of the client.
 
	 */
 
	NetworkClientInfo(ClientID client_id = INVALID_CLIENT_ID) : client_id(client_id) {}
 
	~NetworkClientInfo();
 

	
 
	static NetworkClientInfo *GetByClientID(ClientID client_id);
 
};
 

	
 
/**
 
 * Iterate over all the clients from a given index.
 
 * @param var The variable to iterate with.
 
 * @param start The location to start the iteration from.
 
 */
 
#define FOR_ALL_CLIENT_INFOS_FROM(var, start) FOR_ALL_ITEMS_FROM(NetworkClientInfo, clientinfo_index, var, start)
 

	
 
/**
 
 * Iterate over all the clients.
 
 * @param var The variable to iterate with.
 
 */
 
#define FOR_ALL_CLIENT_INFOS(var) FOR_ALL_CLIENT_INFOS_FROM(var, 0)
 

	
 
#endif /* ENABLE_NETWORK */
src/network/network_client.cpp
Show inline comments
 
@@ -280,6 +280,7 @@ void ClientNetworkGameSocketHandler::Cli
 
/** Our client's connection. */
 
ClientNetworkGameSocketHandler * ClientNetworkGameSocketHandler::my_client = NULL;
 

	
 
/** Last frame we performed an ack. */
 
static uint32 last_ack_frame;
 

	
 
/** One bit of 'entropy' used to generate a salt for the company passwords. */
 
@@ -308,6 +309,7 @@ assert_compile(NETWORK_SERVER_ID_LENGTH 
 
 *   DEF_CLIENT_SEND_COMMAND has no parameters
 
 ************/
 

	
 
/** Query the server for company information. */
 
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyInformationQuery()
 
{
 
	my_client->status = STATUS_COMPANY_INFO;
 
@@ -319,6 +321,7 @@ NetworkRecvStatus ClientNetworkGameSocke
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/** Tell the server we would like to join. */
 
NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
 
{
 
	my_client->status = STATUS_JOIN;
 
@@ -334,6 +337,7 @@ NetworkRecvStatus ClientNetworkGameSocke
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/** Tell the server we got all the NewGRFs. */
 
NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk()
 
{
 
	Packet *p = new Packet(PACKET_CLIENT_NEWGRFS_CHECKED);
 
@@ -341,6 +345,10 @@ NetworkRecvStatus ClientNetworkGameSocke
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/**
 
 * Set the game password as requested.
 
 * @param password The game password.
 
 */
 
NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *password)
 
{
 
	Packet *p = new Packet(PACKET_CLIENT_GAME_PASSWORD);
 
@@ -349,6 +357,10 @@ NetworkRecvStatus ClientNetworkGameSocke
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/**
 
 * Set the company password as requested.
 
 * @param password The company password.
 
 */
 
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char *password)
 
{
 
	Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD);
 
@@ -357,6 +369,7 @@ NetworkRecvStatus ClientNetworkGameSocke
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/** Request the map from the server. */
 
NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap()
 
{
 
	my_client->status = STATUS_MAP_WAIT;
 
@@ -373,6 +386,7 @@ NetworkRecvStatus ClientNetworkGameSocke
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/** Tell the server we received the complete map. */
 
NetworkRecvStatus ClientNetworkGameSocketHandler::SendMapOk()
 
{
 
	my_client->status = STATUS_ACTIVE;
 
@@ -382,6 +396,7 @@ NetworkRecvStatus ClientNetworkGameSocke
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/** Send an acknowledgement from the server's ticks. */
 
NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
 
{
 
	Packet *p = new Packet(PACKET_CLIENT_ACK);
 
@@ -392,7 +407,10 @@ NetworkRecvStatus ClientNetworkGameSocke
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/* Send a command packet to the server */
 
/**
 
 * Send a command to the server.
 
 * @param cp The command to send.
 
 */
 
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCommand(const CommandPacket *cp)
 
{
 
	Packet *p = new Packet(PACKET_CLIENT_COMMAND);
 
@@ -402,7 +420,7 @@ NetworkRecvStatus ClientNetworkGameSocke
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/* Send a chat-packet over the network */
 
/** Send a chat-packet over the network */
 
NetworkRecvStatus ClientNetworkGameSocketHandler::SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data)
 
{
 
	Packet *p = new Packet(PACKET_CLIENT_CHAT);
 
@@ -417,7 +435,7 @@ NetworkRecvStatus ClientNetworkGameSocke
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/* Send an error-packet over the network */
 
/** Send an error-packet over the network */
 
NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode errorno)
 
{
 
	Packet *p = new Packet(PACKET_CLIENT_ERROR);
 
@@ -427,6 +445,10 @@ NetworkRecvStatus ClientNetworkGameSocke
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/**
 
 * Tell the server that we like to change the password of the company.
 
 * @param password The new password.
 
 */
 
NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const char *password)
 
{
 
	Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD);
 
@@ -436,6 +458,10 @@ NetworkRecvStatus ClientNetworkGameSocke
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/**
 
 * Tell the server that we like to change the name of the client.
 
 * @param name The new name.
 
 */
 
NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetName(const char *name)
 
{
 
	Packet *p = new Packet(PACKET_CLIENT_SET_NAME);
 
@@ -445,6 +471,9 @@ NetworkRecvStatus ClientNetworkGameSocke
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/**
 
 * Tell the server we would like to quit.
 
 */
 
NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit()
 
{
 
	Packet *p = new Packet(PACKET_CLIENT_QUIT);
 
@@ -453,6 +482,11 @@ NetworkRecvStatus ClientNetworkGameSocke
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/**
 
 * Send a console command.
 
 * @param pass The password for the remote command.
 
 * @param command The actual command.
 
 */
 
NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const char *pass, const char *command)
 
{
 
	Packet *p = new Packet(PACKET_CLIENT_RCON);
 
@@ -462,6 +496,11 @@ NetworkRecvStatus ClientNetworkGameSocke
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
/**
 
 * Ask the server to move us.
 
 * @param company The company to move to.
 
 * @param password The password of the company to move to.
 
 */
 
NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, const char *password)
 
{
 
	Packet *p = new Packet(PACKET_CLIENT_MOVE);
 
@@ -1131,7 +1170,7 @@ void ClientNetworkGameSocketHandler::Che
 
}
 

	
 

	
 
/* Is called after a client is connected to the server */
 
/** Is called after a client is connected to the server */
 
void NetworkClient_Connected()
 
{
 
	/* Set the frame-counter to 0 so nothing happens till we are ready */
 
@@ -1142,6 +1181,11 @@ void NetworkClient_Connected()
 
	MyClient::SendJoin();
 
}
 

	
 
/**
 
 * Send a remote console command.
 
 * @param password The password.
 
 * @param command The command to execute.
 
 */
 
void NetworkClientSendRcon(const char *password, const char *command)
 
{
 
	MyClient::SendRCon(password, command);
 
@@ -1158,6 +1202,10 @@ void NetworkClientRequestMove(CompanyID 
 
	MyClient::SendMove(company_id, pass);
 
}
 

	
 
/**
 
 * Move the clients of a company to the spectators.
 
 * @param cid The company to move the clients of.
 
 */
 
void NetworkClientsToSpectators(CompanyID cid)
 
{
 
	Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
 
@@ -1174,6 +1222,9 @@ void NetworkClientsToSpectators(CompanyI
 
	cur_company.Restore();
 
}
 

	
 
/**
 
 * Send the server our name.
 
 */
 
void NetworkUpdateClientName()
 
{
 
	NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(_network_own_client_id);
 
@@ -1194,6 +1245,14 @@ void NetworkUpdateClientName()
 
	}
 
}
 

	
 
/**
 
 * Send a chat message.
 
 * @param action The action associated with the message.
 
 * @param type The destination type.
 
 * @param dest The destination index, be it a company index or client id.
 
 * @param msg The actual message.
 
 * @param data Arbitrary extra data.
 
 */
 
void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data)
 
{
 
	MyClient::SendChat(action, type, dest, msg, data);
src/network/network_client.h
Show inline comments
 
@@ -42,7 +42,7 @@ private:
 
protected:
 
	friend void NetworkExecuteLocalCommandQueue();
 
	friend void NetworkClose(bool close_admins);
 
	static ClientNetworkGameSocketHandler *my_client;
 
	static ClientNetworkGameSocketHandler *my_client; ///< This is us!
 

	
 
	virtual NetworkRecvStatus Receive_SERVER_FULL(Packet *p);
 
	virtual NetworkRecvStatus Receive_SERVER_BANNED(Packet *p);
 
@@ -107,6 +107,7 @@ public:
 
	static bool GameLoop();
 
};
 

	
 
/** Helper to make the code look somewhat nicer. */
 
typedef ClientNetworkGameSocketHandler MyClient;
 

	
 
void NetworkClient_Connected();
src/network/network_content.cpp
Show inline comments
 
@@ -27,6 +27,8 @@
 
#endif
 

	
 
extern bool HasScenario(const ContentInfo *ci, bool md5sum);
 

	
 
/** The client we use to connect to the server. */
 
ClientNetworkContentSocketHandler _network_content_client;
 

	
 
/** Wrapper function for the HasProc */
 
@@ -163,6 +165,10 @@ bool ClientNetworkContentSocketHandler::
 
	return true;
 
}
 

	
 
/**
 
 * Request the content list for the given type.
 
 * @param type The content type to request the list for.
 
 */
 
void ClientNetworkContentSocketHandler::RequestContentList(ContentType type)
 
{
 
	if (type == CONTENT_TYPE_END) {
 
@@ -188,6 +194,11 @@ void ClientNetworkContentSocketHandler::
 
	this->SendPacket(p);
 
}
 

	
 
/**
 
 * Request the content list for a given number of content IDs.
 
 * @param count The number of IDs to request.
 
 * @param content_ids The unique identifiers of the content to request information about.
 
 */
 
void ClientNetworkContentSocketHandler::RequestContentList(uint count, const ContentID *content_ids)
 
{
 
	this->Connect();
 
@@ -213,6 +224,11 @@ void ClientNetworkContentSocketHandler::
 
	}
 
}
 

	
 
/**
 
 * Request the content list for a list of content.
 
 * @param cv List with unique IDs and MD5 checksums.
 
 * @param send_md5sum Whether we want a MD5 checksum matched set of files or not.
 
 */
 
void ClientNetworkContentSocketHandler::RequestContentList(ContentVector *cv, bool send_md5sum)
 
{
 
	if (cv == NULL) return;
 
@@ -258,6 +274,12 @@ void ClientNetworkContentSocketHandler::
 
	}
 
}
 

	
 
/**
 
 * Actually begin downloading the content we selected.
 
 * @param[out] files The number of files we are going to download.
 
 * @param[out] bytes The number of bytes we are going to download.
 
 * @param fallback Whether to use the fallback or not.
 
 */
 
void ClientNetworkContentSocketHandler::DownloadSelectedContent(uint &files, uint &bytes, bool fallback)
 
{
 
	bytes = 0;
 
@@ -283,6 +305,10 @@ void ClientNetworkContentSocketHandler::
 
	}
 
}
 

	
 
/**
 
 * Initiate downloading the content over HTTP.
 
 * @param content The content to download.
 
 */
 
void ClientNetworkContentSocketHandler::DownloadSelectedContentHTTP(const ContentIDList &content)
 
{
 
	uint count = content.Length();
 
@@ -307,6 +333,10 @@ void ClientNetworkContentSocketHandler::
 
	/* NetworkHTTPContentConnecter takes over freeing of content_request! */
 
}
 

	
 
/**
 
 * Initiate downloading the content over the fallback protocol.
 
 * @param content The content to download.
 
 */
 
void ClientNetworkContentSocketHandler::DownloadSelectedContentFallback(const ContentIDList &content)
 
{
 
	uint count = content.Length();
 
@@ -661,9 +691,7 @@ void ClientNetworkContentSocketHandler::
 
}
 

	
 
/**
 
 * Create a socket handler with the given socket and (server) address.
 
 * @param s the socket to communicate over
 
 * @param sin the IP/port of the server
 
 * Create a socket handler to handle the connection.
 
 */
 
ClientNetworkContentSocketHandler::ClientNetworkContentSocketHandler() :
 
	NetworkContentSocketHandler(),
 
@@ -683,8 +711,13 @@ ClientNetworkContentSocketHandler::~Clie
 
	for (ContentIterator iter = this->infos.Begin(); iter != this->infos.End(); iter++) delete *iter;
 
}
 

	
 
/** Connect to the content server. */
 
class NetworkContentConnecter : TCPConnecter {
 
public:
 
	/**
 
	 * Initiate the connecting.
 
	 * @param address The address of the server.
 
	 */
 
	NetworkContentConnecter(const NetworkAddress &address) : TCPConnecter(address) {}
 

	
 
	virtual void OnFailure()
src/network/network_content.h
Show inline comments
 
@@ -19,10 +19,12 @@
 

	
 
/** Vector with content info */
 
typedef SmallVector<ContentInfo *, 16> ContentVector;
 
/** Vector with constant content info */
 
typedef SmallVector<const ContentInfo *, 16> ConstContentVector;
 

	
 
/** Iterator for the content vector */
 
typedef ContentInfo **ContentIterator;
 
/** Iterator for the constant content vector */
 
typedef const ContentInfo * const * ConstContentIterator;
 

	
 
/** Callbacks for notifying others about incoming data */
 
@@ -66,7 +68,7 @@ struct ContentCallback {
 
 */
 
class ClientNetworkContentSocketHandler : public NetworkContentSocketHandler, ContentCallback, HTTPCallback {
 
protected:
 
	typedef SmallVector<ContentID, 4> ContentIDList;
 
	typedef SmallVector<ContentID, 4> ContentIDList; ///< List of content IDs to (possibly) select.
 
	SmallVector<ContentCallback *, 2> callbacks; ///< Callbacks to notify "the world"
 
	ContentIDList requested;                     ///< ContentIDs we already requested (so we don't do it again)
 
	ContentVector infos;                         ///< All content info we received
src/network/network_content_gui.cpp
Show inline comments
 
@@ -71,7 +71,6 @@ public:
 
	/**
 
	 * Create a new download window based on a list of content information
 
	 * with flags whether to download them or not.
 
	 * @param infos the list to search in
 
	 */
 
	NetworkContentDownloadStatusWindow() :
 
		cur_id(UINT32_MAX)
 
@@ -221,23 +220,22 @@ enum NetworkContentListWindowWidgets {
 

	
 
/** Window that lists the content that's at the content server */
 
class NetworkContentListWindow : public QueryStringBaseWindow, ContentCallback {
 
	/** List with content infos. */
 
	typedef GUIList<const ContentInfo*> GUIContentList;
 

	
 
	static const uint EDITBOX_MAX_SIZE   =  50;
 
	static const uint EDITBOX_MAX_LENGTH = 300;
 
	static const uint EDITBOX_MAX_SIZE   =  50; ///< Maximum size of the editbox in characters.
 
	static const uint EDITBOX_MAX_LENGTH = 300; ///< Maximum size of the editbox in pixels.
 

	
 
	/** Runtime saved values */
 
	static Listing last_sorting;
 
	static Filtering last_filtering;
 
	/** The sorter functions */
 
	static GUIContentList::SortFunction * const sorter_funcs[];
 
	static GUIContentList::FilterFunction * const filter_funcs[];
 
	static Listing last_sorting;     ///< The last sorting setting.
 
	static Filtering last_filtering; ///< The last filtering setting.
 
	static GUIContentList::SortFunction * const sorter_funcs[];   ///< Sorter functions
 
	static GUIContentList::FilterFunction * const filter_funcs[]; ///< Filter functions.
 
	GUIContentList content;      ///< List with content
 

	
 
	const ContentInfo *selected; ///< The selected content info
 
	int list_pos;                ///< Our position in the list
 
	uint filesize_sum;           ///< The sum of all selected file sizes
 
	Scrollbar *vscroll;
 
	Scrollbar *vscroll;          ///< Cache of the vertical scrollbar
 

	
 
	/**
 
	 * (Re)build the network game list as its amount has changed because
 
@@ -344,6 +342,7 @@ public:
 
	/**
 
	 * Create the content list window.
 
	 * @param desc the window description to pass to Window's constructor.
 
	 * @param select_all Whether the select all button is allowed or not.
 
	 */
 
	NetworkContentListWindow(const WindowDesc *desc, bool select_all) :
 
			QueryStringBaseWindow(EDITBOX_MAX_SIZE),
 
@@ -438,6 +437,10 @@ public:
 
		}
 
	}
 

	
 
	/**
 
	 * Draw/fill the matrix with the list of content to download.
 
	 * @param r The boundaries of the matrix.
 
	 */
 
	void DrawMatrix(const Rect &r) const
 
	{
 
		const NWidgetBase *nwi_checkbox = this->GetWidget<NWidgetBase>(NCLWW_CHECKBOX);
 
@@ -806,6 +809,7 @@ NetworkContentListWindow::GUIContentList
 
	&TagNameFilter,
 
};
 

	
 
/** The widgets for the content list. */
 
static const NWidgetPart _nested_network_content_list_widgets[] = {
 
	NWidget(NWID_HORIZONTAL),
 
		NWidget(WWT_CLOSEBOX, COLOUR_LIGHT_BLUE),
src/network/network_udp.cpp
Show inline comments
 
@@ -34,6 +34,7 @@
 

	
 
#include "core/udp.h"
 

	
 
/** Mutex for all out threaded udp resoltion and such. */
 
static ThreadMutex *_network_udp_mutex = ThreadMutex::New();
 

	
 
/** Session key to register ourselves to the master server */
 
@@ -49,11 +50,16 @@ NetworkUDPSocketHandler *_udp_master_soc
 

	
 
///*** Communication with the masterserver ***/
 

	
 
/** Helper class for connecting to the master server. */
 
class MasterNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
 
protected:
 
	virtual void Receive_MASTER_ACK_REGISTER(Packet *p, NetworkAddress *client_addr);
 
	virtual void Receive_MASTER_SESSION_KEY(Packet *p, NetworkAddress *client_addr);
 
public:
 
	/**
 
	 * Create the socket.
 
	 * @param addresses The addresses to bind on.
 
	 */
 
	MasterNetworkUDPSocketHandler(NetworkAddressList *addresses) : NetworkUDPSocketHandler(addresses) {}
 
	virtual ~MasterNetworkUDPSocketHandler() {}
 
};
 
@@ -75,12 +81,17 @@ void MasterNetworkUDPSocketHandler::Rece
 

	
 
///*** Communication with clients (we are server) ***/
 

	
 
/** Helper class for handling all server side communication. */
 
class ServerNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
 
protected:
 
	virtual void Receive_CLIENT_FIND_SERVER(Packet *p, NetworkAddress *client_addr);
 
	virtual void Receive_CLIENT_DETAIL_INFO(Packet *p, NetworkAddress *client_addr);
 
	virtual void Receive_CLIENT_GET_NEWGRFS(Packet *p, NetworkAddress *client_addr);
 
public:
 
	/**
 
	 * Create the socket.
 
	 * @param addresses The addresses to bind on.
 
	 */
 
	ServerNetworkUDPSocketHandler(NetworkAddressList *addresses) : NetworkUDPSocketHandler(addresses) {}
 
	virtual ~ServerNetworkUDPSocketHandler() {}
 
};
 
@@ -246,6 +257,7 @@ void ServerNetworkUDPSocketHandler::Rece
 

	
 
///*** Communication with servers (we are client) ***/
 

	
 
/** Helper class for handling all client side communication. */
 
class ClientNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
 
protected:
 
	virtual void Receive_SERVER_RESPONSE(Packet *p, NetworkAddress *client_addr);
 
@@ -413,7 +425,7 @@ void ClientNetworkUDPSocketHandler::Hand
 
	SetBit(config->flags, GCF_COPY);
 
}
 

	
 
/* Broadcast to all ips */
 
/** Broadcast to all ips */
 
static void NetworkUDPBroadCast(NetworkUDPSocketHandler *socket)
 
{
 
	for (NetworkAddress *addr = _broadcast_list.Begin(); addr != _broadcast_list.End(); addr++) {
 
@@ -426,7 +438,7 @@ static void NetworkUDPBroadCast(NetworkU
 
}
 

	
 

	
 
/* Request the the server-list from the master server */
 
/** Request the the server-list from the master server */
 
void NetworkUDPQueryMasterServer()
 
{
 
	Packet p(PACKET_UDP_CLIENT_GET_LIST);
 
@@ -441,7 +453,7 @@ void NetworkUDPQueryMasterServer()
 
	DEBUG(net, 2, "[udp] master server queried at %s", out_addr.GetAddressAsString());
 
}
 

	
 
/* Find all servers */
 
/** Find all servers */
 
void NetworkUDPSearchGame()
 
{
 
	/* We are still searching.. */
 
@@ -456,6 +468,12 @@ void NetworkUDPSearchGame()
 
/** Simpler wrapper struct for NetworkUDPQueryServerThread */
 
struct NetworkUDPQueryServerInfo : NetworkAddress {
 
	bool manually; ///< Did we connect manually or not?
 

	
 
	/**
 
	 * Create the structure.
 
	 * @param address The address of the server to query.
 
	 * @param manually Whether the address was entered manually.
 
	 */
 
	NetworkUDPQueryServerInfo(const NetworkAddress &address, bool manually) :
 
		NetworkAddress(address),
 
		manually(manually)
 
@@ -488,6 +506,11 @@ static void NetworkUDPQueryServerThread(
 
	delete info;
 
}
 

	
 
/**
 
 * Query a specific server.
 
 * @param address The address of the server.
 
 * @param manually Whether the address was entered manually.
 
 */
 
void NetworkUDPQueryServer(NetworkAddress address, bool manually)
 
{
 
	NetworkUDPQueryServerInfo *info = new NetworkUDPQueryServerInfo(address, manually);
 
@@ -496,6 +519,10 @@ void NetworkUDPQueryServer(NetworkAddres
 
	}
 
}
 

	
 
/**
 
 * Thread entry point for de-advertising.
 
 * @param pntr unused.
 
 */
 
static void NetworkUDPRemoveAdvertiseThread(void *pntr)
 
{
 
	DEBUG(net, 1, "[udp] removing advertise from master server");
 
@@ -528,6 +555,10 @@ void NetworkUDPRemoveAdvertise(bool bloc
 
	}
 
}
 

	
 
/**
 
 * Thread entry point for advertising.
 
 * @param pntr unused.
 
 */
 
static void NetworkUDPAdvertiseThread(void *pntr)
 
{
 
	/* Find somewhere to send */
 
@@ -564,8 +595,10 @@ static void NetworkUDPAdvertiseThread(vo
 
	_network_udp_mutex->EndCritical();
 
}
 

	
 
/* Register us to the master server
 
 *   This function checks if it needs to send an advertise */
 
/**
 
 * Register us to the master server
 
 *   This function checks if it needs to send an advertise
 
 */
 
void NetworkUDPAdvertise()
 
{
 
	/* Check if we should send an advertise */
 
@@ -593,6 +626,7 @@ void NetworkUDPAdvertise()
 
	}
 
}
 

	
 
/** Initialize the whole UDP bit. */
 
void NetworkUDPInitialize()
 
{
 
	/* If not closed, then do it. */
 
@@ -618,6 +652,7 @@ void NetworkUDPInitialize()
 
	_network_udp_mutex->EndCritical();
 
}
 

	
 
/** Close all UDP related stuff. */
 
void NetworkUDPClose()
 
{
 
	_network_udp_mutex->BeginCritical();
src/openttd.cpp
Show inline comments
 
@@ -69,6 +69,7 @@
 

	
 
#include "table/strings.h"
 

	
 
/** Error message to show when switching modes. */
 
StringID _switch_mode_errorstr;
 

	
 
void CallLandscapeTick();
src/querystring_gui.h
Show inline comments
 
@@ -78,7 +78,17 @@ struct QueryStringBaseWindow : public Wi
 
	void DrawEditBox(int wid);
 
	void HandleEditBox(int wid);
 
	HandleEditBoxResult HandleEditBoxKey(int wid, uint16 key, uint16 keycode, EventState &state);
 

	
 
	/**
 
	 * Callback for when the OSK window is opened.
 
	 * @param wid The widget the OSK is opened of.
 
	 */
 
	virtual void OnOpenOSKWindow(int wid);
 

	
 
	/**
 
	 * Callback for when on input has been entered with the OSK.
 
	 * @param wid The widget the OSK was attached to.
 
	 */
 
	virtual void OnOSKInput(int wid) {}
 
};
 

	
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