OpenTTD Source  20241121-master-g67a0fccfad
NetworkSocketHandler Class Reference

SocketHandler for all network sockets in OpenTTD. More...

#include <core.h>

Inheritance diagram for NetworkSocketHandler:
MockNetworkSocketHandler NetworkTCPSocketHandler NetworkUDPSocketHandler NetworkAdminSocketHandler NetworkContentSocketHandler NetworkCoordinatorSocketHandler NetworkGameSocketHandler NetworkStunSocketHandler NetworkTurnSocketHandler ClientNetworkUDPSocketHandler ServerNetworkUDPSocketHandler

Public Member Functions

 NetworkSocketHandler ()
 Create a new unbound socket.
 
virtual ~NetworkSocketHandler ()=default
 Close the socket when destructing the socket handler.
 
void MarkClosed ()
 Mark the connection as closed. More...
 
bool HasClientQuit () const
 Whether the current client connected to the socket has quit. More...
 
void Reopen ()
 Reopen the socket so we can send/receive stuff again.
 

Protected Attributes

std::unique_ptr< class NetworkEncryptionHandlerreceive_encryption_handler
 The handler for decrypting received packets.
 
std::unique_ptr< class NetworkEncryptionHandlersend_encryption_handler
 The handler for encrypting sent packets.
 

Private Attributes

bool has_quit
 Whether the current client has quit/send a bad packet.
 

Friends

struct Packet
 

Detailed Description

SocketHandler for all network sockets in OpenTTD.

Definition at line 43 of file core.h.

Member Function Documentation

◆ HasClientQuit()

bool NetworkSocketHandler::HasClientQuit ( ) const
inline

◆ MarkClosed()

void NetworkSocketHandler::MarkClosed ( )
inline

Mark the connection as closed.

This doesn't mean the actual connection is closed, but just that we act like it is. This is useful for UDP, which doesn't normally close a socket, but its handler might need to pretend it does.

Definition at line 66 of file core.h.

Referenced by ClientNetworkGameSocketHandler::ClientError(), and NetworkTCPSocketHandler::CloseConnection().


The documentation for this class was generated from the following file: