#define NET_PROTOCOL_VERSION 3
#define NET_EXTRESPONSE_MAX 16
-// This is the network info/connection protocol. It is used to find Quake
-// servers, get info about them, and connect to them. Once connected, the
-// Quake game protocol (documented elsewhere) is used.
-//
-//
-// General notes:
-// game_name is currently always "QUAKE", but is there so this same protocol
-// can be used for future games as well; can you say Quake2?
-//
-// CCREQ_CONNECT
-// string game_name "QUAKE"
-// byte net_protocol_version NET_PROTOCOL_VERSION
-//
-// CCREQ_SERVER_INFO
-// string game_name "QUAKE"
-// byte net_protocol_version NET_PROTOCOL_VERSION
-//
-// CCREQ_PLAYER_INFO
-// byte player_number
-//
-// CCREQ_RULE_INFO
-// string rule
-//
-// CCREQ_RCON
-// string password
-// string command
-//
-//
-//
-// CCREP_ACCEPT
-// long port
-//
-// CCREP_REJECT
-// string reason
-//
-// CCREP_SERVER_INFO
-// string server_address
-// string host_name
-// string level_name
-// byte current_players
-// byte max_players
-// byte protocol_version NET_PROTOCOL_VERSION
-//
-// CCREP_PLAYER_INFO
-// byte player_number
-// string name
-// long colors
-// long frags
-// long connect_time
-// string address
-//
-// CCREP_RULE_INFO
-// string rule
-// string value
-//
-// CCREP_RCON
-// string reply
-
-// note:
-// There are two address forms used above. The short form is just a
-// port number. The address that goes along with the port is defined as
-// "whatever address you receive this reponse from". This lets us use
-// the host OS to solve the problem of multiple host addresses (possibly
-// with no routing between them); the host will use the right address
-// when we reply to the inbound connection request. The long from is
-// a full address and port in a string. It is used for returning the
-// address of a server that is not running locally.
+/// \page netconn The network info/connection protocol.
+/// It is used to find Quake
+/// servers, get info about them, and connect to them. Once connected, the
+/// Quake game protocol (documented elsewhere) is used.
+///
+///
+/// General notes:\code
+/// game_name is currently always "QUAKE", but is there so this same protocol
+/// can be used for future games as well; can you say Quake2?
+///
+/// CCREQ_CONNECT
+/// string game_name "QUAKE"
+/// byte net_protocol_version NET_PROTOCOL_VERSION
+///
+/// CCREQ_SERVER_INFO
+/// string game_name "QUAKE"
+/// byte net_protocol_version NET_PROTOCOL_VERSION
+///
+/// CCREQ_PLAYER_INFO
+/// byte player_number
+///
+/// CCREQ_RULE_INFO
+/// string rule
+///
+/// CCREQ_RCON
+/// string password
+/// string command
+///
+///
+///
+/// CCREP_ACCEPT
+/// long port
+///
+/// CCREP_REJECT
+/// string reason
+///
+/// CCREP_SERVER_INFO
+/// string server_address
+/// string host_name
+/// string level_name
+/// byte current_players
+/// byte max_players
+/// byte protocol_version NET_PROTOCOL_VERSION
+///
+/// CCREP_PLAYER_INFO
+/// byte player_number
+/// string name
+/// long colors
+/// long frags
+/// long connect_time
+/// string address
+///
+/// CCREP_RULE_INFO
+/// string rule
+/// string value
+///
+/// CCREP_RCON
+/// string reply
+/// \endcode
+/// \note
+/// There are two address forms used above. The short form is just a
+/// port number. The address that goes along with the port is defined as
+/// "whatever address you receive this reponse from". This lets us use
+/// the host OS to solve the problem of multiple host addresses (possibly
+/// with no routing between them); the host will use the right address
+/// when we reply to the inbound connection request. The long from is
+/// a full address and port in a string. It is used for returning the
+/// address of a server that is not running locally.
#define CCREQ_CONNECT 0x01
#define CCREQ_SERVER_INFO 0x02
// this is mostly identical to qsocket_t from quake
- // if this time is reached, kick off peer
+ /// if this time is reached, kick off peer
double connecttime;
double timeout;
double lastMessageTime;
double lastSendTime;
- // writing buffer to send to peer as the next reliable message
- // can be added to at any time, copied into sendMessage buffer when it is
- // possible to send a reliable message and then cleared
+ /// writing buffer to send to peer as the next reliable message
+ /// can be added to at any time, copied into sendMessage buffer when it is
+ /// possible to send a reliable message and then cleared
+ /// @{
sizebuf_t message;
unsigned char messagedata[NET_MAXMESSAGE];
+ /// @}
- // reliable message that is currently sending
- // (for building fragments)
+ /// reliable message that is currently sending
+ /// (for building fragments)
int sendMessageLength;
unsigned char sendMessage[NET_MAXMESSAGE];
- // reliable message that is currently being received
- // (for putting together fragments)
+ /// reliable message that is currently being received
+ /// (for putting together fragments)
int receiveMessageLength;
unsigned char receiveMessage[NET_MAXMESSAGE];
- // used by both NQ and QW protocols
+ /// used by both NQ and QW protocols
unsigned int outgoing_unreliable_sequence;
struct netconn_nq_s
float frame_latency; // rolling average
float frame_rate;
- int drop_count; // dropped packets, cleared each level
- int good_count; // cleared each level
+ int drop_count; ///< dropped packets, cleared each level
+ int good_count; ///< cleared each level
int qport;
// sequencing variables
int incoming_sequence;
int incoming_acknowledged;
- int incoming_reliable_acknowledged; // single bit
+ int incoming_reliable_acknowledged; ///< single bit
- int incoming_reliable_sequence; // single bit, maintained local
+ int incoming_reliable_sequence; ///< single bit, maintained local
- int reliable_sequence; // single bit
- int last_reliable_sequence; // sequence number of last send
+ int reliable_sequence; ///< single bit
+ int last_reliable_sequence; ///< sequence number of last send
}
qw;
SLMO_NOTSTARTSWITH
} serverlist_maskop_t;
-// struct with all fields that you can search for or sort by
+/// struct with all fields that you can search for or sort by
typedef struct serverlist_info_s
{
- // address for connecting
+ /// address for connecting
char cname[128];
- // ping time for sorting servers
+ /// ping time for sorting servers
int ping;
- // name of the game
+ /// name of the game
char game[32];
- // name of the mod
+ /// name of the mod
char mod[32];
- // name of the map
+ /// name of the map
char map[32];
- // name of the session
+ /// name of the session
char name[128];
- // qc-defined short status string
+ /// qc-defined short status string
char qcstatus[128];
- // frags/ping/name list (if they fit in the packet)
+ /// frags/ping/name list (if they fit in the packet)
char players[1400];
- // max client number
+ /// max client number
int maxplayers;
- // number of currently connected players (including bots)
+ /// number of currently connected players (including bots)
int numplayers;
- // number of currently connected players that are bots
+ /// number of currently connected players that are bots
int numbots;
- // number of currently connected players that are not bots
+ /// number of currently connected players that are not bots
int numhumans;
- // number of free slots
+ /// number of free slots
int freeslots;
- // protocol version
+ /// protocol version
int protocol;
- // game data version
- // (an integer that is used for filtering incompatible servers,
- // not filterable by QC)
+ /// game data version
+ /// (an integer that is used for filtering incompatible servers,
+ /// not filterable by QC)
int gameversion;
- // favorite server flag
+ /// favorite server flag
qboolean isfavorite;
} serverlist_info_t;
typedef struct serverlist_entry_s
{
- // used to determine whether this entry should be included into the final view
+ /// used to determine whether this entry should be included into the final view
serverlist_query_state query;
- // used to count the number of times the host has tried to query this server already
+ /// used to count the number of times the host has tried to query this server already
unsigned querycounter;
- // used to calculate ping when update comes in
+ /// used to calculate ping when update comes in
double querytime;
- // query protocol to use on this server
- int protocol; // may be PROTOCOL_QUAKEWORLD or PROTOCOL_DARKPLACES7
+ /// query protocol to use on this server, may be PROTOCOL_QUAKEWORLD or PROTOCOL_DARKPLACES7
+ int protocol;
serverlist_info_t info;
void Net_SlistQW_f(void);
void Net_Refresh_f(void);
-// ServerList interface (public)
-// manually refresh the view set, do this after having changed the mask or any other flag
+/// ServerList interface (public)
+/// manually refresh the view set, do this after having changed the mask or any other flag
void ServerList_RebuildViewList(void);
void ServerList_ResetMasks(void);
void ServerList_QueryList(qboolean resetcache, qboolean querydp, qboolean queryqw, qboolean consoleoutput);
-// called whenever net_slist_favorites changes
+/// called whenever net_slist_favorites changes
void NetConn_UpdateFavorites();
#endif