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OpenTTD Source 20260206-master-g4d4e37dbf1
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Server part of the network protocol. More...
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. | |
| using | NetworkClientSocketPool = Pool<NetworkClientSocket, ClientPoolID, 8, PoolType::NetworkClient> |
| Pool with all client sockets. | |
Functions | |
| void | NetworkServer_Tick (bool send_frame) |
| This is called every tick if this is a _network_server. | |
| void | ChangeNetworkRestartTime (bool reset) |
| Reset the automatic network restart time interval. | |
Variables | |
| NetworkClientSocketPool | _networkclientsocket_pool |
Server part of the network protocol.
Definition in file network_server.h.
| typedef ServerNetworkGameSocketHandler NetworkClientSocket |
Make the code look slightly nicer/simpler.
Definition at line 18 of file network_server.h.
Pool with all client sockets.
Definition at line 20 of file network_server.h.
| void ChangeNetworkRestartTime | ( | bool | reset | ) |
Reset the automatic network restart time interval.
| reset | Whether to reset the timer to zero. |
Definition at line 1849 of file network_server.cpp.
References _network_restart_map_timer, _network_server, _settings_client, and TimerGameRealtime::Unpaused.
Referenced by NetworkOnGameStart().
| void NetworkServer_Tick | ( | bool | send_frame | ) |
This is called every tick if this is a _network_server.
| send_frame | Whether to send the frame to the clients. |
Definition at line 1681 of file network_server.cpp.
References _frame_counter, _last_sync_frame, _settings_client, CC_WARNING, Ticks::DAY_TICKS, IConsolePrint(), MILLISECONDS_PER_TICK, and NetworkHandleCommandQueue().