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authorrubidium <rubidium@openttd.org>2011-05-04 20:24:23 +0000
committerrubidium <rubidium@openttd.org>2011-05-04 20:24:23 +0000
commit944a5cb7aafc4d8347c14154e24c05aa00b430c5 (patch)
tree680f66bd19db54a43ba69772c8627bfaf196ea4e /src/network/network.cpp
parent14081d91c911d3870e7227770748c10a127bcf5b (diff)
downloadopenttd-944a5cb7aafc4d8347c14154e24c05aa00b430c5.tar.xz
(svn r22423) -Document: some network stuff
Diffstat (limited to 'src/network/network.cpp')
-rw-r--r--src/network/network.cpp48
1 files changed, 25 insertions, 23 deletions
diff --git a/src/network/network.cpp b/src/network/network.cpp
index 317b2d59f..741540661 100644
--- 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-server is active
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_client_socket; ///< udp client socket
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 */