File diff r17640:faca1b8b8ce1 → r17641:a80e43fd2f5e
src/network/network.cpp
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@@ -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 */