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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
parent14081d91c911d3870e7227770748c10a127bcf5b (diff)
downloadopenttd-944a5cb7aafc4d8347c14154e24c05aa00b430c5.tar.xz
(svn r22423) -Document: some network stuff
Diffstat (limited to 'src/network')
-rw-r--r--src/network/network.cpp48
-rw-r--r--src/network/network_admin.cpp4
-rw-r--r--src/network/network_base.h16
-rw-r--r--src/network/network_client.cpp67
-rw-r--r--src/network/network_client.h3
-rw-r--r--src/network/network_content.cpp39
-rw-r--r--src/network/network_content.h4
-rw-r--r--src/network/network_content_gui.cpp24
-rw-r--r--src/network/network_udp.cpp45
9 files changed, 202 insertions, 48 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 */
diff --git a/src/network/network_admin.cpp b/src/network/network_admin.cpp
index 052323e3d..a29a35b8e 100644
--- a/src/network/network_admin.cpp
+++ b/src/network/network_admin.cpp
@@ -33,6 +33,7 @@ AdminIndex _redirect_console_to_admin = INVALID_ADMIN_ID;
/** 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_update_type_frequencies[] = {
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 ServerNetworkAdminSocketHandler::Receive_ADMIN_CHAT(Packet *p)
/**
* 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)
diff --git a/src/network/network_base.h b/src/network/network_base.h
index 427065fa8..1644b3558 100644
--- a/src/network/network_base.h
+++ b/src/network/network_base.h
@@ -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 : NetworkClientInfoPool::PoolItem<&_networkclientinfo_p
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 */
diff --git a/src/network/network_client.cpp b/src/network/network_client.cpp
index 406f71448..1f16332c9 100644
--- a/src/network/network_client.cpp
+++ b/src/network/network_client.cpp
@@ -280,6 +280,7 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
/** 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 == 16 * 2 + 1);
* 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 ClientNetworkGameSocketHandler::SendCompanyInformationQuery()
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 ClientNetworkGameSocketHandler::SendJoin()
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 ClientNetworkGameSocketHandler::SendNewGRFsOk()
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 ClientNetworkGameSocketHandler::SendGamePassword(const char *p
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 ClientNetworkGameSocketHandler::SendCompanyPassword(const char
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 ClientNetworkGameSocketHandler::SendGetMap()
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 ClientNetworkGameSocketHandler::SendMapOk()
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 ClientNetworkGameSocketHandler::SendAck()
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 ClientNetworkGameSocketHandler::SendCommand(const CommandPacke
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 ClientNetworkGameSocketHandler::SendChat(NetworkAction action,
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 ClientNetworkGameSocketHandler::SendError(NetworkErrorCode err
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 ClientNetworkGameSocketHandler::SendSetPassword(const char *pa
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 ClientNetworkGameSocketHandler::SendSetName(const char *name)
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 ClientNetworkGameSocketHandler::SendQuit()
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 ClientNetworkGameSocketHandler::SendRCon(const char *pass, con
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::CheckConnection()
}
-/* 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 company_id, const char *pass)
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(CompanyID cid)
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);
diff --git a/src/network/network_client.h b/src/network/network_client.h
index 8f4cc603b..238afaf90 100644
--- a/src/network/network_client.h
+++ b/src/network/network_client.h
@@ -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();
diff --git a/src/network/network_content.cpp b/src/network/network_content.cpp
index aadca7ebb..5cf4aa724 100644
--- a/src/network/network_content.cpp
+++ b/src/network/network_content.cpp
@@ -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::Receive_SERVER_INFO(Packet *p)
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::RequestContentList(ContentType type)
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::RequestContentList(uint count, const Con
}
}
+/**
+ * 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::RequestContentList(ContentVector *cv, bo
}
}
+/**
+ * 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::DownloadSelectedContent(uint &files, uin
}
}
+/**
+ * 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::DownloadSelectedContentHTTP(const Conten
/* 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::OnReceiveData(const char *data, size_t l
}
/**
- * 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::~ClientNetworkContentSocketHandler()
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()
diff --git a/src/network/network_content.h b/src/network/network_content.h
index 37ce654fe..f9a7fdca1 100644
--- a/src/network/network_content.h
+++ b/src/network/network_content.h
@@ -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
diff --git a/src/network/network_content_gui.cpp b/src/network/network_content_gui.cpp
index 7fb289368..7f96c48d5 100644
--- a/src/network/network_content_gui.cpp
+++ b/src/network/network_content_gui.cpp
@@ -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::FilterFunction * const NetworkContentL
&TagNameFilter,
};
+/** The widgets for the content list. */
static const NWidgetPart _nested_network_content_list_widgets[] = {
NWidget(NWID_HORIZONTAL),
NWidget(WWT_CLOSEBOX, COLOUR_LIGHT_BLUE),
diff --git a/src/network/network_udp.cpp b/src/network/network_udp.cpp
index 6359c5b22..49b482900 100644
--- a/src/network/network_udp.cpp
+++ b/src/network/network_udp.cpp
@@ -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_socket = NULL; ///< udp master socket
///*** 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::Receive_MASTER_SESSION_KEY(Packet *p, Networ
///*** 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::Receive_CLIENT_GET_NEWGRFS(Packet *p, Networ
///*** 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::HandleIncomingNetworkGameInfoGRFConfig(GRFCo
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(NetworkUDPSocketHandler *socket)
}
-/* 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(void *pntr)
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(NetworkAddress address, bool manually)
}
}
+/**
+ * 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 blocking)
}
}
+/**
+ * Thread entry point for advertising.
+ * @param pntr unused.
+ */
static void NetworkUDPAdvertiseThread(void *pntr)
{
/* Find somewhere to send */
@@ -564,8 +595,10 @@ static void NetworkUDPAdvertiseThread(void *pntr)
_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();