OpenTTD Source: src/network/network_coordinator.cpp File Reference

OpenTTD Source 15.0-RC2

Data Structures | Variables
network_coordinator.cpp File Reference

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.

## Detailed Description

Game Coordinator sending/receiving part of the network protocol.

Definition in file network_coordinator.cpp.

## Variable Documentation

## ◆ _network_coordinator_client

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().

## ◆ _network_server_connection_type

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(), NetworkClientListWindow::GetWidgetString(), ClientNetworkCoordinatorSocketHandler::Receive_GC_REGISTER_ACK(), ClientNetworkCoordinatorSocketHandler::Register(), and ClientNetworkCoordinatorSocketHandler::SendReceive().

## ◆ _network_server_invite_code

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 NetworkClientListWindow::GetWidgetString(), and ClientNetworkCoordinatorSocketHandler::Receive_GC_REGISTER_ACK().

## ◆ NETWORK_COORDINATOR_DELAY_BETWEEN_UPDATES

const auto NETWORK_COORDINATOR_DELAY_BETWEEN_UPDATES = std::chrono::seconds(30)
| static

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().