OpenTTD Source 20241224-master-gf74b0cf984
NetworkSettings Struct Reference

All settings related to the network. More...

#include <settings_type.h>

Public Member Functions

bool AdminAuthenticationConfigured () const
 

Data Fields

uint16_t sync_freq
 how often do we check whether we are still in-sync
 
uint8_t frame_freq
 how often do we send commands to the clients
 
uint16_t commands_per_frame
 how many commands may be sent each frame_freq frames?
 
uint16_t commands_per_frame_server
 how many commands may be sent each frame_freq frames? (server-originating commands)
 
uint16_t max_commands_in_queue
 how many commands may there be in the incoming queue before dropping the connection?
 
uint16_t bytes_per_frame
 how many bytes may, over a long period, be received per frame?
 
uint16_t bytes_per_frame_burst
 how many bytes may, over a short period, be received?
 
uint16_t max_init_time
 maximum amount of time, in game ticks, a client may take to initiate joining
 
uint16_t max_join_time
 maximum amount of time, in game ticks, a client may take to sync up during joining
 
uint16_t max_download_time
 maximum amount of time, in game ticks, a client may take to download the map
 
uint16_t max_password_time
 maximum amount of time, in game ticks, a client may take to enter the password
 
uint16_t max_lag_time
 maximum amount of time, in game ticks, a client may be lagging behind the server
 
bool pause_on_join
 pause the game when people join
 
uint16_t server_port
 port the server listens on
 
uint16_t server_admin_port
 port the server listens on for the admin network
 
bool server_admin_chat
 allow private chat for the server to be distributed to the admin network
 
ServerGameType server_game_type
 Server type: local / public / invite-only.
 
std::string server_invite_code
 Invite code to use when registering as server.
 
std::string server_invite_code_secret
 Secret to proof we got this invite code from the Game Coordinator.
 
std::string server_name
 name of the server
 
std::string server_password
 password for joining this server
 
NetworkAuthorizedKeys server_authorized_keys
 Public keys of clients that are authorized to connect to the game.
 
std::string rcon_password
 password for rconsole (server side)
 
NetworkAuthorizedKeys rcon_authorized_keys
 Public keys of clients that are authorized to use the rconsole (server side).
 
bool allow_insecure_admin_login
 Whether to allow logging in as admin using the insecure old JOIN packet.
 
std::string admin_password
 password for the admin network
 
NetworkAuthorizedKeys admin_authorized_keys
 Public keys of clients that are authorized to use the admin network.
 
std::string client_name
 name of the player (as client)
 
std::string client_secret_key
 The secret key of the client for authorized key logins.
 
std::string client_public_key
 The public key of the client for authorized key logins.
 
std::string connect_to_ip
 default for the "Add server" query
 
bool autoclean_companies
 automatically remove companies that are not in use
 
uint8_t autoclean_protected
 Remove companies after this many months.
 
uint8_t autoclean_novehicles
 remove companies with no vehicles after this many months
 
uint8_t max_companies
 maximum amount of companies
 
uint8_t max_clients
 maximum amount of clients
 
TimerGameCalendar::Year restart_game_year
 year the server restarts
 
uint16_t restart_hours
 number of hours to run the server before automatic restart
 
uint8_t min_active_clients
 minimum amount of active clients to unpause the game
 
bool reload_cfg
 reload the config file before restarting
 
std::string last_joined
 Last joined server.
 
UseRelayService use_relay_service
 Use relay service?
 
ParticipateSurvey participate_survey
 Participate in the automated survey.
 

Detailed Description

All settings related to the network.

Definition at line 302 of file settings_type.h.

Member Function Documentation

◆ AdminAuthenticationConfigured()

bool NetworkSettings::AdminAuthenticationConfigured ( ) const
inline

Definition at line 347 of file settings_type.h.

Field Documentation

◆ admin_authorized_keys

NetworkAuthorizedKeys NetworkSettings::admin_authorized_keys

Public keys of clients that are authorized to use the admin network.

Definition at line 329 of file settings_type.h.

◆ admin_password

std::string NetworkSettings::admin_password

password for the admin network

Definition at line 328 of file settings_type.h.

Referenced by ServerNetworkAdminSocketHandler::Receive_ADMIN_JOIN().

◆ allow_insecure_admin_login

bool NetworkSettings::allow_insecure_admin_login

Whether to allow logging in as admin using the insecure old JOIN packet.

Definition at line 327 of file settings_type.h.

Referenced by ServerNetworkAdminSocketHandler::Receive_ADMIN_JOIN().

◆ autoclean_companies

bool NetworkSettings::autoclean_companies

automatically remove companies that are not in use

Definition at line 334 of file settings_type.h.

Referenced by NetworkAutoCleanCompanies().

◆ autoclean_novehicles

uint8_t NetworkSettings::autoclean_novehicles

remove companies with no vehicles after this many months

Definition at line 336 of file settings_type.h.

Referenced by NetworkAutoCleanCompanies().

◆ autoclean_protected

uint8_t NetworkSettings::autoclean_protected

Remove companies after this many months.

Definition at line 335 of file settings_type.h.

Referenced by NetworkAutoCleanCompanies().

◆ bytes_per_frame

uint16_t NetworkSettings::bytes_per_frame

how many bytes may, over a long period, be received per frame?

Definition at line 308 of file settings_type.h.

Referenced by NetworkServer_Tick().

◆ bytes_per_frame_burst

uint16_t NetworkSettings::bytes_per_frame_burst

how many bytes may, over a short period, be received?

Definition at line 309 of file settings_type.h.

Referenced by NetworkServer_Tick(), and ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler().

◆ client_name

◆ client_public_key

std::string NetworkSettings::client_public_key

The public key of the client for authorized key logins.

Definition at line 332 of file settings_type.h.

Referenced by ClientNetworkGameSocketHandler::Receive_SERVER_AUTH_REQUEST().

◆ client_secret_key

std::string NetworkSettings::client_secret_key

The secret key of the client for authorized key logins.

Definition at line 331 of file settings_type.h.

Referenced by ClientNetworkGameSocketHandler::Receive_SERVER_AUTH_REQUEST().

◆ commands_per_frame

uint16_t NetworkSettings::commands_per_frame

how many commands may be sent each frame_freq frames?

Definition at line 305 of file settings_type.h.

Referenced by DistributeQueue().

◆ commands_per_frame_server

uint16_t NetworkSettings::commands_per_frame_server

how many commands may be sent each frame_freq frames? (server-originating commands)

Definition at line 306 of file settings_type.h.

Referenced by DistributeQueue().

◆ connect_to_ip

std::string NetworkSettings::connect_to_ip

default for the "Add server" query

Definition at line 333 of file settings_type.h.

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

◆ frame_freq

uint8_t NetworkSettings::frame_freq

how often do we send commands to the clients

Definition at line 304 of file settings_type.h.

◆ last_joined

std::string NetworkSettings::last_joined

Last joined server.

Definition at line 343 of file settings_type.h.

Referenced by NetworkClientJoinGame().

◆ max_clients

◆ max_commands_in_queue

uint16_t NetworkSettings::max_commands_in_queue

how many commands may there be in the incoming queue before dropping the connection?

Definition at line 307 of file settings_type.h.

Referenced by ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND().

◆ max_companies

◆ max_download_time

uint16_t NetworkSettings::max_download_time

maximum amount of time, in game ticks, a client may take to download the map

Definition at line 312 of file settings_type.h.

Referenced by NetworkServer_Tick().

◆ max_init_time

uint16_t NetworkSettings::max_init_time

maximum amount of time, in game ticks, a client may take to initiate joining

Definition at line 310 of file settings_type.h.

Referenced by NetworkServer_Tick().

◆ max_join_time

uint16_t NetworkSettings::max_join_time

maximum amount of time, in game ticks, a client may take to sync up during joining

Definition at line 311 of file settings_type.h.

Referenced by NetworkServer_Tick().

◆ max_lag_time

uint16_t NetworkSettings::max_lag_time

maximum amount of time, in game ticks, a client may be lagging behind the server

Definition at line 314 of file settings_type.h.

Referenced by NetworkServer_Tick().

◆ max_password_time

uint16_t NetworkSettings::max_password_time

maximum amount of time, in game ticks, a client may take to enter the password

Definition at line 313 of file settings_type.h.

Referenced by NetworkServer_Tick().

◆ min_active_clients

uint8_t NetworkSettings::min_active_clients

minimum amount of active clients to unpause the game

Definition at line 341 of file settings_type.h.

Referenced by CheckMinActiveClients().

◆ participate_survey

ParticipateSurvey NetworkSettings::participate_survey

◆ pause_on_join

bool NetworkSettings::pause_on_join

pause the game when people join

Definition at line 315 of file settings_type.h.

Referenced by CheckPauseOnJoin().

◆ rcon_authorized_keys

NetworkAuthorizedKeys NetworkSettings::rcon_authorized_keys

Public keys of clients that are authorized to use the rconsole (server side).

Definition at line 326 of file settings_type.h.

◆ rcon_password

std::string NetworkSettings::rcon_password

password for rconsole (server side)

Definition at line 325 of file settings_type.h.

Referenced by ServerNetworkGameSocketHandler::Receive_CLIENT_RCON().

◆ reload_cfg

bool NetworkSettings::reload_cfg

reload the config file before restarting

Definition at line 342 of file settings_type.h.

◆ restart_game_year

TimerGameCalendar::Year NetworkSettings::restart_game_year

year the server restarts

Definition at line 339 of file settings_type.h.

Referenced by NetworkCheckRestartMapYear().

◆ restart_hours

uint16_t NetworkSettings::restart_hours

number of hours to run the server before automatic restart

Definition at line 340 of file settings_type.h.

Referenced by ChangeNetworkRestartTime().

◆ server_admin_chat

bool NetworkSettings::server_admin_chat

allow private chat for the server to be distributed to the admin network

Definition at line 318 of file settings_type.h.

Referenced by NetworkServerSendChat().

◆ server_admin_port

uint16_t NetworkSettings::server_admin_port

port the server listens on for the admin network

Definition at line 317 of file settings_type.h.

◆ server_authorized_keys

NetworkAuthorizedKeys NetworkSettings::server_authorized_keys

Public keys of clients that are authorized to connect to the game.

Definition at line 324 of file settings_type.h.

◆ server_game_type

◆ server_invite_code

std::string NetworkSettings::server_invite_code

Invite code to use when registering as server.

Definition at line 320 of file settings_type.h.

Referenced by ClientNetworkCoordinatorSocketHandler::Receive_GC_REGISTER_ACK(), and ClientNetworkCoordinatorSocketHandler::Register().

◆ server_invite_code_secret

std::string NetworkSettings::server_invite_code_secret

Secret to proof we got this invite code from the Game Coordinator.

Definition at line 321 of file settings_type.h.

Referenced by ClientNetworkCoordinatorSocketHandler::Receive_GC_REGISTER_ACK(), and ClientNetworkCoordinatorSocketHandler::Register().

◆ server_name

◆ server_password

std::string NetworkSettings::server_password

◆ server_port

uint16_t NetworkSettings::server_port

◆ sync_freq

uint16_t NetworkSettings::sync_freq

how often do we check whether we are still in-sync

Definition at line 303 of file settings_type.h.

Referenced by NetworkServer_Tick().

◆ use_relay_service

UseRelayService NetworkSettings::use_relay_service

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