OpenTTD Source: src/network/network_server.h File Reference

OpenTTD Source 12.2

Data Structures | Typedefs | Functions | Variables
network_server.h File Reference
`#include "network_internal.h"`
`#include "core/tcp_listen.h"`

Go to the source code of this file.

## Data Structures
class | ServerNetworkGameSocketHandler
| Class for handling the server side of the game connection. More...

## Typedefs
typedef ServerNetworkGameSocketHandler | NetworkClientSocket
| Make the code look slightly nicer/simpler.
typedef Pool< NetworkClientSocket, ClientIndex, 8, MAX_CLIENT_SLOTS, PT_NCLIENT > | NetworkClientSocketPool
| Pool with all client sockets.

## Functions
void | NetworkServer_Tick (bool send_frame)
| This is called every tick if this is a _network_server. More...
void | NetworkServerSetCompanyPassword (CompanyID company_id, const std::string &password, bool already_hashed=true)
| Set/Reset a company password on the server end. More...
void | NetworkServerUpdateCompanyPassworded (CompanyID company_id, bool passworded)
| Tell that a particular company is (not) passworded. More...

## Variables
NetworkClientSocketPool | _networkclientsocket_pool
| Make very sure the preconditions given in network_type.h are actually followed. More...

## Detailed Description

Server part of the network protocol.

Definition in file network_server.h.

## Function Documentation

## ◆ NetworkServer_Tick()

void NetworkServer_Tick | ( | bool | send_frame | ) |

This is called every tick if this is a _network_server.

Parameters

  send_frame | Whether to send the frame to the clients.

Definition at line 1678 of file network_server.cpp.

References _frame_counter, _last_sync_frame, _settings_client, NetworkSettings::bytes_per_frame, NetworkSettings::bytes_per_frame_burst, ClientSettings::network, and NetworkSettings::sync_freq.

## ◆ NetworkServerSetCompanyPassword()

void NetworkServerSetCompanyPassword | ( | CompanyID | company_id,
|  | const std::string & | password,
|  | bool | already_hashed
| ) |  |

Set/Reset a company password on the server end.

Parameters

  company_id | ID of the company the password should be changed for.
  password | The new password.
  already_hashed | Is the given password already hashed?

Definition at line 1648 of file network_server.cpp.

References _network_company_states, _settings_client, _settings_game, GameSettings::game_creation, GenerateCompanyPasswordHash(), GameCreationSettings::generation_seed, Company::IsValidHumanID(), ClientSettings::network, NetworkSettings::network_id, NetworkServerUpdateCompanyPassworded(), and NetworkCompanyState::password.

Referenced by AdminCompanyUnlockCallback(), and NetworkChangeCompanyPassword().

## ◆ NetworkServerUpdateCompanyPassworded()

void NetworkServerUpdateCompanyPassworded | ( | CompanyID | company_id,
|  | bool | passworded
| ) |  |

Tell that a particular company is (not) passworded.

Parameters

  company_id | The company that got/removed the password.
  passworded | Whether the password was received or removed.

Definition at line 1892 of file network_server.cpp.

References _network_company_passworded, Pool< Titem, Tindex, Tgrowth_step, Tmax_size, Tpool_type, Tcache, Tzero >::PoolItem<&_company_pool >::GetIfValid(), NetworkAdminCompanyUpdate(), NetworkCompanyIsPassworded(), SB(), SetWindowClassesDirty(), and WC_COMPANY.

Referenced by NetworkAutoCleanCompanies(), NetworkServerNewCompany(), and NetworkServerSetCompanyPassword().

## Variable Documentation

## ◆ _networkclientsocket_pool

NetworkClientSocketPool _networkclientsocket_pool

Make very sure the preconditions given in network_type.h are actually followed.

Yes... The pool with clients.