OpenTTD Source 20241224-master-gf74b0cf984
network.cpp File Reference

Base functions for networking support. More...

#include "../stdafx.h"
#include "../strings_func.h"
#include "../command_func.h"
#include "../timer/timer_game_tick.h"
#include "../timer/timer_game_economy.h"
#include "network_admin.h"
#include "network_client.h"
#include "network_query.h"
#include "network_server.h"
#include "network_content.h"
#include "network_udp.h"
#include "network_gamelist.h"
#include "network_base.h"
#include "network_coordinator.h"
#include "core/udp.h"
#include "core/host.h"
#include "network_gui.h"
#include "../console_func.h"
#include "../3rdparty/md5/md5.h"
#include "../core/random_func.hpp"
#include "../window_func.h"
#include "../company_func.h"
#include "../company_base.h"
#include "../landscape_type.h"
#include "../rev.h"
#include "../core/pool_func.hpp"
#include "../gfx_func.h"
#include "../error.h"
#include "../misc_cmd.h"
#include <charconv>
#include <sstream>
#include <iomanip>
#include "../safeguards.h"

Go to the source code of this file.

Data Structures

class  TCPQueryConnecter
 Non blocking connection to query servers for their game info. More...
 
class  TCPClientConnecter
 Non blocking connection create to actually connect to servers. More...
 

Functions

std::string GenerateUid (std::string_view subject)
 Generate an unique ID.
 
bool HasClients ()
 Return whether there is any client connected or trying to connect at all.
 
bool NetworkCanJoinCompany (CompanyID company_id)
 Returns whether the given company can be joined by this client.
 
static auto FindKey (auto *authorized_keys, std::string_view authorized_key)
 Simple helper to find the location of the given authorized key in the authorized keys.
 
uint8_t NetworkSpectatorCount ()
 
void NetworkTextMessage (NetworkAction action, TextColour colour, bool self_send, const std::string &name, const std::string &str, int64_t data, const std::string &data_str)
 
uint NetworkCalculateLag (const NetworkClientSocket *cs)
 
void ShowNetworkError (StringID error_string)
 
StringID GetNetworkErrorMsg (NetworkErrorCode err)
 Retrieve the string id of an internal error number.
 
void NetworkHandlePauseChange (PauseMode prev_mode, PauseMode changed_mode)
 Handle the pause mode change so we send the right messages to the chat.
 
static void CheckPauseHelper (bool pause, PauseMode pm)
 Helper function for the pause checkers.
 
static uint NetworkCountActiveClients ()
 Counts the number of active clients connected.
 
static void CheckMinActiveClients ()
 Check if the minimum number of active clients has been reached and pause or unpause the game as appropriate.
 
static bool NetworkHasJoiningClient ()
 Checks whether there is a joining client.
 
static void CheckPauseOnJoin ()
 Check whether we should pause on join.
 
std::string_view ParseCompanyFromConnectionString (const std::string &connection_string, CompanyID *company_id)
 Parse the company part ("#company" postfix) of a connecting string.
 
std::string_view ParseFullConnectionString (const std::string &connection_string, uint16_t &port, CompanyID *company_id)
 Converts a string to ip/port/company Format: IP:port::company.
 
std::string NormalizeConnectionString (const std::string &connection_string, uint16_t default_port)
 Normalize a connection string.
 
NetworkAddress ParseConnectionString (const std::string &connection_string, uint16_t default_port)
 Convert a string containing either "hostname" or "hostname:ip" to a NetworkAddress.
 
static void InitializeNetworkPools (bool close_admins=true)
 Resets the pools used for network clients, and the admin pool if needed.
 
void NetworkClose (bool close_admins)
 Close current connections.
 
static void NetworkInitialize (bool close_admins=true)
 
void NetworkQueryServer (const std::string &connection_string)
 Query a server to fetch the game-info.
 
NetworkGameListNetworkAddServer (const std::string &connection_string, bool manually, bool never_expire)
 Validates an address entered as a string and adds the server to the list.
 
void GetBindAddresses (NetworkAddressList *addresses, uint16_t port)
 Get the addresses to bind to.
 
void NetworkRebuildHostList ()
 
bool NetworkClientConnectGame (const std::string &connection_string, CompanyID default_company, const std::string &join_server_password)
 Join a client to the server at with the given connection string.
 
void NetworkClientJoinGame ()
 Actually perform the joining to the server.
 
static void NetworkInitGameInfo ()
 
bool NetworkValidateServerName (std::string &server_name)
 Trim the given server name in place, i.e.
 
static void CheckClientAndServerName ()
 Check whether the client and server name are set, for a dedicated server and if not set them to some default value and tell the user to change this as soon as possible.
 
bool NetworkServerStart ()
 
void NetworkOnGameStart ()
 Perform tasks when the server is started.
 
void NetworkReboot ()
 
void NetworkDisconnect (bool close_admins)
 We want to disconnect from the host/clients.
 
void NetworkUpdateServerGameType ()
 The setting server_game_type was updated; possibly we need to take some action.
 
static bool NetworkReceive ()
 Receives something from the network.
 
static void NetworkSend ()
 
void NetworkBackgroundLoop ()
 We have to do some (simple) background stuff that runs normally, even when we are not in multiplayer.
 
void NetworkGameLoop ()
 
void NetworkStartUp ()
 This tries to launch the network for a given OS.
 
void NetworkShutDown ()
 This shuts the network down.
 

Variables

NetworkClientInfoPool _networkclientinfo_pool ("NetworkClientInfo")
 Make sure both pools have the same size.
 
bool _networking
 are we in networking mode?
 
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?
 
ClientID _network_own_client_id
 Our client identifier.
 
ClientID _redirect_console_to_client
 If not invalid, redirect the console output to a client.
 
uint8_t _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_t _frame_counter_server
 The frame_counter of the server, if in network-mode.
 
uint32_t _frame_counter_max
 To where we may go with our clients.
 
uint32_t _frame_counter
 The current frame.
 
uint32_t _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_t _sync_seed_1
 Seed to compare during sync checks.
 
uint32_t _sync_frame
 The frame to perform the sync check.
 
bool _network_first_time
 Whether we have finished joining or not.
 
uint8_t _network_clients_connected = 0
 The amount of clients connected.
 

Detailed Description

Base functions for networking support.

Definition in file network.cpp.

Function Documentation

◆ CheckClientAndServerName()

static void CheckClientAndServerName ( )
static

Check whether the client and server name are set, for a dedicated server and if not set them to some default value and tell the user to change this as soon as possible.

If the saved name is the default value, then the user is told to override this value too. This is only meant dedicated servers, as for the other servers the GUI ensures a name has been entered.

Definition at line 873 of file network.cpp.

References _settings_client, NetworkSettings::client_name, Debug, ClientSettings::network, NetworkSettings::server_name, and StrTrimInPlace().

◆ CheckMinActiveClients()

static void CheckMinActiveClients ( )
static

Check if the minimum number of active clients has been reached and pause or unpause the game as appropriate.

Definition at line 436 of file network.cpp.

References _network_dedicated, _pause_mode, _settings_client, CheckPauseHelper(), NetworkSettings::min_active_clients, ClientSettings::network, NetworkCountActiveClients(), PM_PAUSED_ACTIVE_CLIENTS, PM_PAUSED_ERROR, and PM_UNPAUSED.

◆ CheckPauseHelper()

static void CheckPauseHelper ( bool  pause,
PauseMode  pm 
)
static

Helper function for the pause checkers.

If pause is true and the current pause mode isn't set the game will be paused, if it it false and the pause mode is set the game will be unpaused. In the other cases nothing happens to the pause state.

Parameters
pausewhether we'd like to pause
pmthe mode which we would like to pause with

Definition at line 408 of file network.cpp.

References _pause_mode, and PM_UNPAUSED.

Referenced by CheckMinActiveClients(), and CheckPauseOnJoin().

◆ CheckPauseOnJoin()

static void CheckPauseOnJoin ( )
static

◆ FindKey()

static auto FindKey ( auto *  authorized_keys,
std::string_view  authorized_key 
)
static

Simple helper to find the location of the given authorized key in the authorized keys.

Parameters
authorized_keysThe keys to look through.
authorized_keyThe key to look for.
Returns
The iterator to the location of the authorized key, or authorized_keys.end().

Definition at line 168 of file network.cpp.

References StrEqualsIgnoreCase().

Referenced by NetworkAuthorizedKeys::Add(), NetworkAuthorizedKeys::Contains(), and NetworkAuthorizedKeys::Remove().

◆ GenerateUid()

std::string GenerateUid ( std::string_view  subject)
extern

Generate an unique ID.

It isn't as much of an unique ID but more a hashed digest of a random string and a time. It is very likely to be unique, but it does not follow any UUID standard.

Definition at line 66 of file misc.cpp.

References FormatArrayAsHex(), and RandomBytesWithFallback().

Referenced by GenerateSavegameId().

◆ GetBindAddresses()

void GetBindAddresses ( NetworkAddressList addresses,
uint16_t  port 
)

Get the addresses to bind to.

Parameters
addressesthe list to write to.
portthe port to bind to.

Definition at line 718 of file network.cpp.

References _network_bind_list.

Referenced by TCPListenHandler< Tsocket, Tfull_packet, Tban_packet >::Listen(), and NetworkUDPInitialize().

◆ GetNetworkErrorMsg()

StringID GetNetworkErrorMsg ( NetworkErrorCode  err)

Retrieve the string id of an internal error number.

Parameters
errNetworkErrorCode
Returns
the StringID

Definition at line 313 of file network.cpp.

References lengthof.

Referenced by ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(), ClientNetworkGameSocketHandler::Receive_SERVER_ERROR_QUIT(), ServerNetworkAdminSocketHandler::SendError(), and ServerNetworkGameSocketHandler::SendError().

◆ HasClients()

bool HasClients ( )

Return whether there is any client connected or trying to connect at all.

Returns
whether we have any client activity

Definition at line 97 of file network.cpp.

◆ InitializeNetworkPools()

static void InitializeNetworkPools ( bool  close_admins = true)
static

Resets the pools used for network clients, and the admin pool if needed.

Parameters
close_adminsWhether the admin pool has to be cleared as well.

Definition at line 583 of file network.cpp.

References PoolBase::Clean(), PT_NADMIN, PT_NCLIENT, and PT_NONE.

◆ NetworkAddServer()

NetworkGameList * NetworkAddServer ( const std::string &  connection_string,
bool  manually,
bool  never_expire 
)

Validates an address entered as a string and adds the server to the list.

If you use this function, the games will be marked as manually added.

Parameters
connection_stringThe IP:port of the server to add.
manuallyWhether the enter should be marked as manual added.
never_expireWhether the entry can expire (removed when no longer found in the public listing).
Returns
The entry on the game list.

Definition at line 692 of file network.cpp.

References ClearGRFConfigList(), NetworkServerGameInfo::grfconfig, NetworkGameList::info, NetworkGameList::manually, NetworkGameListAddItem(), NetworkQueryServer(), NetworkServerGameInfo::server_name, UpdateNetworkGameWindow(), and NetworkGameList::version.

Referenced by NetworkGameWindow::OnQueryTextFinished(), and ClientNetworkUDPSocketHandler::Receive_SERVER_RESPONSE().

◆ NetworkBackgroundLoop()

void NetworkBackgroundLoop ( )

We have to do some (simple) background stuff that runs normally, even when we are not in multiplayer.

For example stuff needed for finding servers or downloading content.

Definition at line 1080 of file network.cpp.

References _network_content_client, _network_coordinator_client, TCPConnecter::CheckCallbacks(), NetworkHTTPSocketHandler::HTTPReceive(), NetworkBackgroundUDPLoop(), ClientNetworkContentSocketHandler::SendReceive(), ClientNetworkCoordinatorSocketHandler::SendReceive(), and QueryNetworkGameSocketHandler::SendReceive().

Referenced by NetworkSurveyHandler::Transmit().

◆ NetworkCalculateLag()

uint NetworkCalculateLag ( const NetworkClientSocket *  cs)

Definition at line 287 of file network.cpp.

◆ NetworkCanJoinCompany()

bool NetworkCanJoinCompany ( CompanyID  company_id)

Returns whether the given company can be joined by this client.

Parameters
company_idThe id of the company.
Returns
true when this company is allowed to join, otherwise false.

Definition at line 141 of file network.cpp.

References _network_own_client_id, NetworkClientInfo::CanJoinCompany(), and NetworkClientInfo::GetByClientID().

Referenced by CompanyWindow::OnPaint().

◆ NetworkClientConnectGame()

bool NetworkClientConnectGame ( const std::string &  connection_string,
CompanyID  default_company,
const std::string &  join_server_password 
)

Join a client to the server at with the given connection string.

The default for the passwords is nullptr. When the server needs a password and none is given, the user is asked to enter the password in the GUI. This function will return false whenever some information required to join is not correct such as the company number or the client's name, or when there is not networking avalabile at all. If the function returns false the connection with the existing server is not disconnected. It will return true when it starts the actual join process, i.e. when it actually shows the join status window.

Parameters
connection_stringThe IP address, port and company number to join as.
default_companyThe company number to join as when none is given.
join_server_passwordThe password for the server.
Returns
Whether the join has started.

Definition at line 785 of file network.cpp.

References _network_available, _network_join, _switch_mode, NetworkJoinInfo::company, ServerAddress::connection_string, NetworkJoinInfo::connection_string, Debug, NETWORK_DEFAULT_PORT, NetworkClientJoinGame(), NetworkValidateOurClientName(), ServerAddress::Parse(), NetworkJoinInfo::server_password, and SM_JOIN_GAME.

Referenced by NetworkGameWindow::OnClick(), and AfterNewGRFScan::OnNewGRFsScanned().

◆ NetworkClientJoinGame()

void NetworkClientJoinGame ( )

Actually perform the joining to the server.

Use NetworkClientConnectGame when you want to connect to a specific server/company. This function assumes _network_join is already fully set up.

Definition at line 818 of file network.cpp.

References _network_join, _network_join_status, _settings_client, NetworkJoinInfo::connection_string, Debug, NetworkSettings::last_joined, ClientSettings::network, and NetworkDisconnect().

Referenced by NetworkClientConnectGame().

◆ NetworkClose()

void NetworkClose ( bool  close_admins)

Close current connections.

Parameters
close_adminsWhether the admin connections have to be closed as well.

Definition at line 592 of file network.cpp.

Referenced by NetworkDisconnect().

◆ NetworkCountActiveClients()

static uint NetworkCountActiveClients ( )
static

Counts the number of active clients connected.

It has to be in STATUS_ACTIVE and not a spectator

Returns
number of active clients

Definition at line 420 of file network.cpp.

References Pool< Titem, Tindex, Tgrowth_step, Tmax_size, Tpool_type, Tcache, Tzero >::PoolItem<&_company_pool >::IsValidID().

Referenced by CheckMinActiveClients().

◆ NetworkDisconnect()

void NetworkDisconnect ( bool  close_admins)

We want to disconnect from the host/clients.

Parameters
close_adminsWhether the admin sockets need to be closed as well.

Definition at line 999 of file network.cpp.

References _network_server, CloseWindowById(), ServerNetworkAdminSocketHandler::IterateActive(), NetworkClose(), NetworkUDPInitialize(), WC_NETWORK_STATUS_WINDOW, and WN_NETWORK_STATUS_WINDOW_JOIN.

Referenced by NetworkClientJoinGame(), NetworkShutDown(), NetworkJoinStatusWindow::OnClick(), NetworkJoinStatusWindow::OnQueryTextFinished(), and SafeLoad().

◆ NetworkGameLoop()

void NetworkGameLoop ( )

Definition at line 1094 of file network.cpp.

◆ NetworkHandlePauseChange()

void NetworkHandlePauseChange ( PauseMode  prev_mode,
PauseMode  changed_mode 
)

Handle the pause mode change so we send the right messages to the chat.

Parameters
prev_modeThe previous pause mode.
changed_modeThe pause mode that got changed.

Definition at line 354 of file network.cpp.

References _networking, _pause_mode, CC_DEFAULT, GetString(), PM_PAUSED_ACTIVE_CLIENTS, PM_PAUSED_GAME_SCRIPT, PM_PAUSED_JOIN, PM_PAUSED_LINK_GRAPH, PM_PAUSED_NORMAL, PM_UNPAUSED, and SetDParam().

Referenced by CmdPause().

◆ NetworkHasJoiningClient()

static bool NetworkHasJoiningClient ( )
static

Checks whether there is a joining client.

Returns
true iff one client is joining (but not authorizing)

Definition at line 450 of file network.cpp.

Referenced by CheckPauseOnJoin().

◆ NetworkInitGameInfo()

static void NetworkInitGameInfo ( )
static

Definition at line 831 of file network.cpp.

◆ NetworkInitialize()

static void NetworkInitialize ( bool  close_admins = true)
static

Definition at line 629 of file network.cpp.

◆ NetworkOnGameStart()

◆ NetworkQueryServer()

void NetworkQueryServer ( const std::string &  connection_string)

Query a server to fetch the game-info.

Parameters
connection_stringthe address to query.

Definition at line 670 of file network.cpp.

References _network_available, Debug, NetworkGameListAddItem(), and NetworkGameList::refreshing.

Referenced by NetworkAddServer(), and NetworkGameWindow::OnClick().

◆ NetworkReboot()

void NetworkReboot ( )

Definition at line 976 of file network.cpp.

◆ NetworkRebuildHostList()

void NetworkRebuildHostList ( )

Definition at line 733 of file network.cpp.

◆ NetworkReceive()

static bool NetworkReceive ( )
static

◆ NetworkSend()

static void NetworkSend ( )
static

Definition at line 1064 of file network.cpp.

◆ NetworkServerStart()

bool NetworkServerStart ( )

Definition at line 890 of file network.cpp.

◆ NetworkShutDown()

void NetworkShutDown ( )

This shuts the network down.

Definition at line 1301 of file network.cpp.

References _network_available, Debug, NetworkCoreShutdown(), NetworkDisconnect(), NetworkHTTPUninitialize(), and NetworkUDPClose().

Referenced by ShutdownGame().

◆ NetworkSpectatorCount()

uint8_t NetworkSpectatorCount ( )

Definition at line 214 of file network.cpp.

◆ NetworkStartUp()

void NetworkStartUp ( )

This tries to launch the network for a given OS.

Definition at line 1283 of file network.cpp.

References _broadcast_list, _network_available, _network_dedicated, Debug, NetworkCoreInitialize(), NetworkFindBroadcastIPs(), NetworkHTTPInitialize(), and NetworkUDPInitialize().

Referenced by openttd_main().

◆ NetworkTextMessage()

void NetworkTextMessage ( NetworkAction  action,
TextColour  colour,
bool  self_send,
const std::string &  name,
const std::string &  str,
int64_t  data,
const std::string &  data_str 
)

Definition at line 232 of file network.cpp.

◆ NetworkUpdateServerGameType()

void NetworkUpdateServerGameType ( )

◆ NetworkValidateServerName()

bool NetworkValidateServerName ( std::string &  server_name)

Trim the given server name in place, i.e.

remove leading and trailing spaces. After the trim check whether the server name is not empty. When the server name is empty a GUI error message is shown telling the user to set the servername and this function returns false.

Parameters
server_nameThe server name to validate. It will be trimmed of leading and trailing spaces.
Returns
True iff the server name is valid.

Definition at line 858 of file network.cpp.

References INVALID_STRING_ID, ShowErrorMessage(), StrTrimInPlace(), and WL_ERROR.

◆ NormalizeConnectionString()

std::string NormalizeConnectionString ( const std::string &  connection_string,
uint16_t  default_port 
)

Normalize a connection string.

That is, ensure there is a port in the string.

Parameters
connection_stringThe connection string to normalize.
default_portThe port to use if none is given.
Returns
The normalized connection string.

Definition at line 541 of file network.cpp.

References ParseFullConnectionString().

Referenced by TCPConnecter::TCPConnecter().

◆ ParseCompanyFromConnectionString()

std::string_view ParseCompanyFromConnectionString ( const std::string &  connection_string,
CompanyID company_id 
)

Parse the company part ("#company" postfix) of a connecting string.

Parameters
connection_stringThe string with the connection data.
company_idThe company ID to set, if available.
Returns
A std::string_view into the connection string without the company part.

Definition at line 477 of file network.cpp.

References COMPANY_NEW_COMPANY, COMPANY_SPECTATOR, and MAX_COMPANIES.

Referenced by ServerAddress::Parse(), and ParseFullConnectionString().

◆ ParseConnectionString()

NetworkAddress ParseConnectionString ( const std::string &  connection_string,
uint16_t  default_port 
)

Convert a string containing either "hostname" or "hostname:ip" to a NetworkAddress.

Parameters
connection_stringThe string to parse.
default_portThe default port to set port to if not in connection_string.
Returns
A valid NetworkAddress of the parsed information.

Definition at line 556 of file network.cpp.

References ParseFullConnectionString().

Referenced by TCPConnecter::Resolve().

◆ ParseFullConnectionString()

std::string_view ParseFullConnectionString ( const std::string &  connection_string,
uint16_t &  port,
CompanyID company_id 
)

Converts a string to ip/port/company Format: IP:port::company.

Returns the IP part as a string view into the passed string. This view is valid as long the passed connection string is valid. If there is no port present in the connection string, the port reference will not be touched. When there is no company ID present in the connection string or company_id is nullptr, then company ID will not be touched.

Parameters
connection_stringThe string with the connection data.
portThe port reference to set.
company_idThe company ID to set, if available.
Returns
A std::string_view into the connection string with the (IP) address part.

Definition at line 521 of file network.cpp.

References ParseCompanyFromConnectionString().

Referenced by NormalizeConnectionString(), openttd_main(), ServerAddress::Parse(), and ParseConnectionString().

◆ ShowNetworkError()

void ShowNetworkError ( StringID  error_string)

Definition at line 302 of file network.cpp.

Variable Documentation

◆ _broadcast_list

NetworkAddressList _broadcast_list

List of broadcast addresses.

Definition at line 80 of file network.cpp.

Referenced by NetworkStartUp(), and NetworkUDPBroadCast().

◆ _frame_counter

◆ _frame_counter_max

◆ _frame_counter_server

uint32_t _frame_counter_server

The frame_counter of the server, if in network-mode.

Definition at line 76 of file network.cpp.

Referenced by NetworkClient_Connected(), ClientNetworkGameSocketHandler::Receive_SERVER_FRAME(), and ClientNetworkGameSocketHandler::Receive_SERVER_MAP_BEGIN().

◆ _is_network_server

bool _is_network_server

Does this client wants to be a network-server?

Definition at line 69 of file network.cpp.

Referenced by VideoDriver_Dedicated::MainLoop(), SelectGameWindow::OnClick(), and NetworkStartServerWindow::OnClick().

◆ _last_sync_frame

uint32_t _last_sync_frame

Used in the server to store the last time a sync packet was sent to clients.

Definition at line 79 of file network.cpp.

Referenced by NetworkServer_Tick().

◆ _network_available

◆ _network_ban_list

StringList _network_ban_list

The banned clients.

Definition at line 75 of file network.cpp.

Referenced by NetworkServerKickOrBanIP().

◆ _network_bind_list

StringList _network_bind_list

The addresses to bind on.

Definition at line 73 of file network.cpp.

Referenced by GetBindAddresses(), and AfterNewGRFScan::OnNewGRFsScanned().

◆ _network_clients_connected

uint8_t _network_clients_connected = 0

◆ _network_dedicated

◆ _network_first_time

bool _network_first_time

Whether we have finished joining or not.

Definition at line 86 of file network.cpp.

Referenced by ClientNetworkGameSocketHandler::GameLoop(), and ClientNetworkGameSocketHandler::Receive_SERVER_FRAME().

◆ _network_host_list

StringList _network_host_list

The servers we know.

Definition at line 74 of file network.cpp.

◆ _network_own_client_id

◆ _network_reconnect

uint8_t _network_reconnect

Reconnect timeout.

Definition at line 72 of file network.cpp.

Referenced by ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME().

◆ _network_server

bool _network_server

network-server is active

Definition at line 66 of file network.cpp.

Referenced by AfterLoadGame(), AfterLoadLinkGraphs(), AI::BroadcastNewEvent(), AI::CanStartNew(), ChangeNetworkRestartTime(), NetworkGameSocketHandler::CloseConnection(), CmdCompanyCtrl(), CmdGoalQuestion(), CmdGoalQuestionAnswer(), CompanyAdminRemove(), CompanyAdminUpdate(), CompanyCheckBankrupt(), ClientNetworkCoordinatorSocketHandler::ConnectSuccess(), DEF_CONSOLE_HOOK(), DEF_CONSOLE_HOOK(), DEF_CONSOLE_HOOK(), DEF_CONSOLE_HOOK(), DoStartupNewCompany(), AI::GameLoop(), Game::GameLoop(), GetSettingsDesc(), SettingDesc::IsEditable(), AIPLChunkHandler::Load(), GSDTChunkHandler::Load(), PATSChunkHandler::Load(), LoadSettings(), MenuClickCompany(), NetworkDisconnect(), NetworkMaxCompaniesAllowed(), NetworkOnGameStart(), NetworkPrintClients(), NetworkReceive(), NetworkSendCommand(), NetworkServerNewCompany(), NetworkServerUpdateGameInfo(), NetworkUpdateClientName(), Game::NewEvent(), AI::NewEvent(), CompanyWindow::OnClick(), NetworkClientListWindow::OnClick(), NetworkClientListWindow::OnClickCompanyJoin(), NetworkClientListWindow::OnDropdownSelect(), MainWindow::OnHotkey(), NetworkClientListWindow::OnInvalidateData(), BuildVehicleWindow::OnPaint(), NetworkClientListWindow::OnQueryTextFinished(), OnTick_LinkGraph(), NetworkClientListWindow::RebuildList(), NetworkClientListWindow::RebuildListCompany(), ClientNetworkCoordinatorSocketHandler::Receive_GC_TURN_CONNECT(), OrderBackup::Reset(), OrderBackup::ResetUser(), SafeLoad(), SanitizeSingleStringHelper(), Game::Save(), BKORChunkHandler::Save(), AI::Save(), SendChat(), ClientNetworkCoordinatorSocketHandler::SendReceive(), SetSettingValue(), NetworkClientListWindow::SetStringParameters(), ShowScriptDebugWindow(), ShowScriptDebugWindowIfScriptError(), Game::StartNew(), AI::StartNew(), StateGameLoop(), AI::Stop(), SurveyConfiguration(), ToolbarOptionsClick(), UpdateClientConfigValues(), and NetworkClientListWindow::UpdateWidgetSize().

◆ _networkclientinfo_pool

NetworkClientInfoPool _networkclientinfo_pool("NetworkClientInfo") ( "NetworkClientInfo"  )

Make sure both pools have the same size.

The pool with client information.

◆ _networking

bool _networking

are we in networking mode?

Definition at line 65 of file network.cpp.

Referenced by AfterLoadGame(), AfterLoadLinkGraphs(), AI::BroadcastNewEvent(), AI::CanStartNew(), ChangeOwnershipOfCompanyItems(), CheckTrainsLengths(), ClientNetworkGameSocketHandler::ClientError(), SaveLoadWindow::Close(), EndGameWindow::Close(), HighScoreWindow::Close(), NetworkGameSocketHandler::CloseConnection(), CmdBuyCompany(), CmdCompanyCtrl(), CmdGiveMoney(), CmdGoalQuestionAnswer(), CmdPause(), CompanyCheckBankrupt(), DEF_CONSOLE_HOOK(), DEF_CONSOLE_HOOK(), DEF_CONSOLE_HOOK(), DoStartupNewCompany(), AI::GameLoop(), Game::GameLoop(), GetSettingsDesc(), CommandHelperBase::InternalExecuteValidateTestAndPrepExec(), CommandHelperBase::InternalPostBefore(), SettingDesc::IsEditable(), AIPLChunkHandler::Load(), GSDTChunkHandler::Load(), PATSChunkHandler::Load(), LoadNewGRF(), LoadSettings(), MenuClickCompany(), MenuClickSettings(), NetworkHandlePauseChange(), NetworkUpdateServerGameType(), Game::NewEvent(), AI::NewEvent(), TCPClientConnecter::OnConnect(), MainWindow::OnHotkey(), MainToolbarWindow::OnHotkey(), BuildVehicleWindow::OnPaint(), CompanyWindow::OnPaint(), OnTick_Companies(), OnTick_LinkGraph(), OrdersWindow::OrderClick_Delete(), ParamSet(), PopupMainCompanyToolbMenu(), TCPListenHandler< Tsocket, Tfull_packet, Tban_packet >::Receive(), ClientNetworkGameSocketHandler::Receive(), RedrawScreenRect(), ReInitAllWindows(), OrderBackup::Reset(), Game::Save(), BKORChunkHandler::Save(), AI::Save(), SetSettingValue(), ShowEndGameChart(), ShowNewGrfVehicleError(), ShowScriptDebugWindow(), ShowScriptDebugWindowIfScriptError(), Game::StartNew(), AI::StartNew(), StateGameLoop(), AI::Stop(), SurveyConfiguration(), VideoDriver::Tick(), ToolbarFastForwardClick(), and ToolbarOptionsClick().

◆ _redirect_console_to_client

ClientID _redirect_console_to_client

◆ _sync_frame

uint32_t _sync_frame

◆ _sync_seed_1