code/__DEFINES/packetnet.dm
NETWORK_FLAG_GEN_ID | Automatically generate a /obj/machinery/var/net_id on initialize. |
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NETWORK_FLAG_USE_DATATERMINAL | Automatically connect to a data terminal at lateinit. Not having this flag and attempting to interact with data_terminals via [/obj/machinery/proc/link_to_jack()] is illegal and will explicitly crash. |
NETWORK_FLAG_POWERNET_DATANODE | Add the machine to [/datum/powernet/var/list/data_nodes] You should have a VERY good reason for this to be set on anything not of type /obj/machinery/power |
NETWORK_FLAGS_STANDARD_CONNECTION | Standard set of network flags, for use by most network-connected equipment. |
PACKET_SOURCE_ADDRESS | Source (sender) address of a packet |
PACKET_DESTINATION_ADDRESS | Destination (receiver) address of a packet |
PACKET_CMD | Command (type) of a packet |
PACKET_NETCLASS | Network Class of a device, used as part of ping replies. |
NETJACK_CONNECT_SUCCESS | Successfully connected. |
NETJACK_CONNECT_CONFLICT | Connection rejected, Already connected to a machine |
NETJACK_CONNECT_NOTSAMETURF | Connection rejected, Not sharing a turf (???) |
NETJACK_CONNECT_NOT_FOUND | Data Terminal not found. |
RECEIVE_SIGNAL_FINISHED | Packet fully handled by parent |
RECEIVE_SIGNAL_CONTINUE | Packet needs additional handling |
MAGIC_DATA_MUST_DISCARD | Packet contains volatile data where storing it may cause GC issues. This means references to atoms, non-trivial datums like virtualspeakers, etc. |
MAGIC_DATA_MUST_OBFUSCATE | Packet contains data that players should never be able to see DIRECTLY. Re-Interpretation is allowed, This is specifically for arbitrary packet capture applications where raw fields are accessible. For example, voice signal packets, or stuff that wouldn't make sense to be parsable as raw text. |
MAGIC_DATA_INVIOLABLE | All protection flags at once. |
Define Details
MAGIC_DATA_INVIOLABLE
All protection flags at once.
MAGIC_DATA_MUST_DISCARD
Packet contains volatile data where storing it may cause GC issues. This means references to atoms, non-trivial datums like virtualspeakers, etc.
MAGIC_DATA_MUST_OBFUSCATE
Packet contains data that players should never be able to see DIRECTLY. Re-Interpretation is allowed, This is specifically for arbitrary packet capture applications where raw fields are accessible. For example, voice signal packets, or stuff that wouldn't make sense to be parsable as raw text.
NETJACK_CONNECT_CONFLICT
Connection rejected, Already connected to a machine
NETJACK_CONNECT_NOTSAMETURF
Connection rejected, Not sharing a turf (???)
NETJACK_CONNECT_NOT_FOUND
Data Terminal not found.
NETJACK_CONNECT_SUCCESS
Successfully connected.
NETWORK_FLAGS_STANDARD_CONNECTION
Standard set of network flags, for use by most network-connected equipment.
NETWORK_FLAG_GEN_ID
Automatically generate a /obj/machinery/var/net_id on initialize.
NETWORK_FLAG_POWERNET_DATANODE
Add the machine to [/datum/powernet/var/list/data_nodes] You should have a VERY good reason for this to be set on anything not of type /obj/machinery/power
NETWORK_FLAG_USE_DATATERMINAL
Automatically connect to a data terminal at lateinit. Not having this flag and attempting to interact with data_terminals via [/obj/machinery/proc/link_to_jack()] is illegal and will explicitly crash.
PACKET_CMD
Command (type) of a packet
PACKET_DESTINATION_ADDRESS
Destination (receiver) address of a packet
PACKET_NETCLASS
Network Class of a device, used as part of ping replies.
PACKET_SOURCE_ADDRESS
Source (sender) address of a packet
RECEIVE_SIGNAL_CONTINUE
Packet needs additional handling
RECEIVE_SIGNAL_FINISHED
Packet fully handled by parent