diff --git a/src/network/network.cpp b/src/network/network.cpp --- a/src/network/network.cpp +++ b/src/network/network.cpp @@ -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 */