OpenTTD Source 20241224-master-gee860a5c8e
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Game Coordinator sending/receiving part of the network protocol. More...
#include "../stdafx.h"
#include "../debug.h"
#include "../error.h"
#include "../rev.h"
#include "../settings_type.h"
#include "../strings_func.h"
#include "../window_func.h"
#include "../window_type.h"
#include "network.h"
#include "network_coordinator.h"
#include "network_gamelist.h"
#include "network_gui.h"
#include "network_internal.h"
#include "network_server.h"
#include "network_stun.h"
#include "table/strings.h"
#include "../safeguards.h"
Go to the source code of this file.
Data Structures | |
class | NetworkDirectConnecter |
Connect to a game server by IP:port. More... | |
class | NetworkReuseStunConnecter |
Connecter used after STUN exchange to connect from both sides to each other. More... | |
class | NetworkCoordinatorConnecter |
Connect to the Game Coordinator server. More... | |
Variables | |
static const auto | NETWORK_COORDINATOR_DELAY_BETWEEN_UPDATES = std::chrono::seconds(30) |
How many time between updates the server sends to the Game Coordinator. | |
ClientNetworkCoordinatorSocketHandler | _network_coordinator_client |
The connection to the Game Coordinator. | |
ConnectionType | _network_server_connection_type = CONNECTION_TYPE_UNKNOWN |
What type of connection the Game Coordinator detected we are on. | |
std::string | _network_server_invite_code = "" |
Our invite code as indicated by the Game Coordinator. | |
Game Coordinator sending/receiving part of the network protocol.
Definition in file network_coordinator.cpp.
ClientNetworkCoordinatorSocketHandler _network_coordinator_client |
The connection to the Game Coordinator.
Definition at line 30 of file network_coordinator.cpp.
Referenced by NetworkAskRelayWindow::Close(), NetworkBackgroundLoop(), NetworkUpdateServerGameType(), NetworkGameWindow::OnClick(), NetworkAskRelayWindow::OnClick(), NetworkDirectConnecter::OnConnect(), NetworkReuseStunConnecter::OnConnect(), NetworkCoordinatorConnecter::OnConnect(), NetworkDirectConnecter::OnFailure(), NetworkReuseStunConnecter::OnFailure(), NetworkCoordinatorConnecter::OnFailure(), NetworkStunConnecter::OnFailure(), ClientNetworkTurnSocketHandler::Receive_TURN_CONNECTED(), ClientNetworkStunSocketHandler::SendReceive(), and TCPServerConnecter::TCPServerConnecter().
ConnectionType _network_server_connection_type = CONNECTION_TYPE_UNKNOWN |
What type of connection the Game Coordinator detected we are on.
Definition at line 31 of file network_coordinator.cpp.
Referenced by ClientNetworkCoordinatorSocketHandler::CloseConnection(), ClientNetworkCoordinatorSocketHandler::Receive_GC_REGISTER_ACK(), ClientNetworkCoordinatorSocketHandler::Register(), ClientNetworkCoordinatorSocketHandler::SendReceive(), and NetworkClientListWindow::SetStringParameters().
std::string _network_server_invite_code = "" |
Our invite code as indicated by the Game Coordinator.
Definition at line 32 of file network_coordinator.cpp.
Referenced by ClientNetworkCoordinatorSocketHandler::Receive_GC_REGISTER_ACK(), and NetworkClientListWindow::SetStringParameters().
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How many time between updates the server sends to the Game Coordinator.
Definition at line 29 of file network_coordinator.cpp.
Referenced by ClientNetworkCoordinatorSocketHandler::SendServerUpdate().