Pyrogenesis HEAD
Pyrogenesis, a RTS Engine
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#include "precompiled.h"
#include "NetServer.h"
#include "NetClient.h"
#include "NetEnet.h"
#include "NetMessage.h"
#include "NetSession.h"
#include "NetServerTurnManager.h"
#include "NetStats.h"
#include "lib/external_libraries/enet.h"
#include "lib/types.h"
#include "network/StunClient.h"
#include "ps/CLogger.h"
#include "ps/ConfigDB.h"
#include "ps/GUID.h"
#include "ps/Hashing.h"
#include "ps/Profile.h"
#include "ps/Threading.h"
#include "scriptinterface/ScriptContext.h"
#include "scriptinterface/ScriptInterface.h"
#include "scriptinterface/JSON.h"
#include "simulation2/Simulation2.h"
#include "simulation2/system/TurnManager.h"
#include <miniupnpc/miniwget.h>
#include <miniupnpc/miniupnpc.h>
#include <miniupnpc/upnpcommands.h>
#include <miniupnpc/upnperrors.h>
#include <set>
#include <string>
Macros | |
#define | MAX_CLIENTS 41 |
Number of peers to allocate for the enet host. More... | |
#define | DEFAULT_SERVER_NAME L"Unnamed Server" |
Functions | |
static CStr | DebugName (CNetServerSession *session) |
Variables | |
constexpr int | CHANNEL_COUNT = 1 |
constexpr int | FAILED_PASSWORD_TRIES_BEFORE_BAN = 3 |
static const int | HOST_SERVICE_TIMEOUT = 50 |
enet_host_service timeout (msecs). More... | |
constexpr u32 | NETWORK_BAD_PING = DEFAULT_TURN_LENGTH * COMMAND_DELAY_MP / 2 |
Once ping goes above turn length * command delay, the game will start 'freezing' for other clients while we catch up. More... | |
CNetServer * | g_NetServer = NULL |
Global network server for the standard game. More... | |
#define DEFAULT_SERVER_NAME L"Unnamed Server" |
#define MAX_CLIENTS 41 |
Number of peers to allocate for the enet host.
Limited by ENET_PROTOCOL_MAXIMUM_PEER_ID (4096).
At most 8 players, 32 observers and 1 temporary connection to send the "server full" disconnect-reason.
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static |
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constexpr |
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constexpr |
CNetServer* g_NetServer = NULL |
Global network server for the standard game.
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static |
enet_host_service timeout (msecs).
Smaller numbers may hurt performance; larger numbers will hurt latency responding to messages from game thread.
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constexpr |
Once ping goes above turn length * command delay, the game will start 'freezing' for other clients while we catch up.
Since commands are sent client -> server -> client, divide by 2. (duplicated in NetServer.cpp to avoid having to fetch the constants in a header file)