Pyrogenesis  trunk
Classes | Macros | Functions | Variables
NetServer.cpp File Reference
#include "precompiled.h"
#include "NetServer.h"
#include "NetClient.h"
#include "NetMessage.h"
#include "NetSession.h"
#include "NetServerTurnManager.h"
#include "NetStats.h"
#include "lib/external_libraries/enet.h"
#include "ps/CLogger.h"
#include "ps/ConfigDB.h"
#include "ps/Profile.h"
#include "scriptinterface/ScriptInterface.h"
#include "scriptinterface/ScriptRuntime.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 dependency graph for NetServer.cpp:

Classes

class  CNetFileReceiveTask_ServerRejoin
 Async task for receiving the initial game state to be forwarded to another client that is rejoining an in-progress network game. More...
 

Macros

#define MAX_CLIENTS   41
 Number of peers to allocate for the enet host. More...
 
#define DEFAULT_SERVER_NAME   L"Unnamed Server"
 
#define DEFAULT_WELCOME_MESSAGE   L"Welcome"
 

Functions

static CStr DebugName (CNetServerSession *session)
 

Variables

static const int CHANNEL_COUNT = 1
 
static const int HOST_SERVICE_TIMEOUT = 50
 enet_host_service timeout (msecs). More...
 
CNetServerg_NetServer = NULL
 Global network server for the standard game. More...
 

Macro Definition Documentation

#define DEFAULT_SERVER_NAME   L"Unnamed Server"
#define DEFAULT_WELCOME_MESSAGE   L"Welcome"
#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.

Function Documentation

static CStr DebugName ( CNetServerSession session)
static

Variable Documentation

const int CHANNEL_COUNT = 1
static
CNetServer* g_NetServer = NULL

Global network server for the standard game.

const int HOST_SERVICE_TIMEOUT = 50
static

enet_host_service timeout (msecs).

Smaller numbers may hurt performance; larger numbers will hurt latency responding to messages from game thread.