author | Darkvater |
Sat, 29 Apr 2006 14:31:16 +0000 | |
changeset 3692 | 1d8f5041d437 |
parent 3623 | 9b612a4bbd39 |
child 3818 | 4683949ba485 |
permissions | -rw-r--r-- |
2186 | 1 |
/* $Id$ */ |
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#ifndef NETWORK_H |
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#define NETWORK_H |
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#define NOREV_STRING "norev000" |
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#ifdef ENABLE_NETWORK |
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#include "player.h" |
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// If this line is enable, every frame will have a sync test |
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// this is not needed in normal games. Normal is like 1 sync in 100 |
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// frames. You can enable this if you have a lot of desyncs on a certain |
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// game. |
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// Remember: both client and server have to be compiled with this |
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// option enabled to make it to work. If one of the two has it disabled |
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// nothing will happen. |
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//#define ENABLE_NETWORK_SYNC_EVERY_FRAME |
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// In theory sending 1 of the 2 seeds is enough to check for desyncs |
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// so in theory, this next define can be left off. |
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//#define NETWORK_SEND_DOUBLE_SEED |
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// How many clients can we have? Like.. MAX_PLAYERS - 1 is the amount of |
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// players that can really play.. so.. a max of 4 spectators.. gives us.. |
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// MAX_PLAYERS + 3 |
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#define MAX_CLIENTS (MAX_PLAYERS + 3) |
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// Do not change this next line. It should _ALWAYS_ be MAX_CLIENTS + 1 |
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#define MAX_CLIENT_INFO (MAX_CLIENTS + 1) |
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/* Stuff for the master-server */ |
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#define NETWORK_MASTER_SERVER_PORT 3978 |
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#define NETWORK_MASTER_SERVER_HOST "master.openttd.org" |
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#define NETWORK_MASTER_SERVER_WELCOME_MESSAGE "OpenTTDRegister" |
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#define NETWORK_DEFAULT_PORT 3979 |
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#define MAX_INTERFACES 9 |
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// How many vehicle/station types we put over the network |
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#define NETWORK_VEHICLE_TYPES 5 |
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#define NETWORK_STATION_TYPES 5 |
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enum { |
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NETWORK_NAME_LENGTH = 80, |
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NETWORK_HOSTNAME_LENGTH = 80, |
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NETWORK_REVISION_LENGTH = 10, |
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NETWORK_PASSWORD_LENGTH = 20, |
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NETWORK_PLAYERS_LENGTH = 200, |
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NETWORK_CLIENT_NAME_LENGTH = 25, |
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NETWORK_RCONCOMMAND_LENGTH = 500, |
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NETWORK_NUM_LANGUAGES = 4, |
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}; |
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// This is the struct used by both client and server |
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// some fields will be empty on the client (like game_password) by default |
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// and only filled with data a player enters. |
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typedef struct NetworkGameInfo { |
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char server_name[NETWORK_NAME_LENGTH]; // Server name |
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char hostname[NETWORK_HOSTNAME_LENGTH]; // Hostname of the server (if any) |
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char server_revision[NETWORK_REVISION_LENGTH]; // The SVN version number the server is using (e.g.: 'r304') |
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// It even shows a SVN version in release-version, so |
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// it is easy to compare if a server is of the correct version |
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bool compatible; // Can we connect to this server or not? (based on server_revision) |
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byte server_lang; // Language of the server (we should make a nice table for this) |
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byte use_password; // Is set to != 0 if it uses a password |
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char server_password[NETWORK_PASSWORD_LENGTH]; // On the server: the game password, on the client: != "" if server has password |
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byte clients_max; // Max clients allowed on server |
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byte clients_on; // Current count of clients on server |
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byte companies_max; // Max companies allowed on server |
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byte companies_on; // How many started companies do we have (XXX - disabled for server atm, use ActivePlayerCount()) |
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byte spectators_max; // Max spectators allowed on server |
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byte spectators_on; // How many spectators do we have? (XXX - disabled for server atm, use NetworkSpectatorCount()) |
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uint16 game_date; // Current date |
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uint16 start_date; // When the game started |
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char map_name[NETWORK_NAME_LENGTH]; // Map which is played ["random" for a randomized map] |
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uint16 map_width; // Map width |
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uint16 map_height; // Map height |
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byte map_set; // Graphical set |
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bool dedicated; // Is this a dedicated server? |
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char rcon_password[NETWORK_PASSWORD_LENGTH]; // RCon password for the server. "" if rcon is disabled |
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} NetworkGameInfo; |
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typedef struct NetworkPlayerInfo { |
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char company_name[NETWORK_NAME_LENGTH]; // Company name |
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char password[NETWORK_PASSWORD_LENGTH]; // The password for the player |
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byte inaugurated_year; // What year the company started in |
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int64 company_value; // The company value |
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int64 money; // The amount of money the company has |
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int64 income; // How much did the company earned last year |
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uint16 performance; // What was his performance last month? |
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byte use_password; // 0: No password 1: There is a password |
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uint16 num_vehicle[NETWORK_VEHICLE_TYPES]; // How many vehicles are there of this type? |
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uint16 num_station[NETWORK_STATION_TYPES]; // How many stations are there of this type? |
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char players[NETWORK_PLAYERS_LENGTH]; // The players that control this company (Name1, name2, ..) |
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uint16 months_empty; // How many months the company is empty |
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} NetworkPlayerInfo; |
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typedef struct NetworkClientInfo { |
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uint16 client_index; /// Index of the client (same as ClientState->index) |
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char client_name[NETWORK_CLIENT_NAME_LENGTH]; /// Name of the client |
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byte client_lang; /// The language of the client |
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byte client_playas; /// As which player is this client playing (PlayerID) |
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uint32 client_ip; /// IP-address of the client (so he can be banned) |
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uint16 join_date; /// Gamedate the player has joined |
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char unique_id[NETWORK_NAME_LENGTH]; /// Every play sends an unique id so we can indentify him |
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} NetworkClientInfo; |
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typedef struct NetworkGameList { |
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NetworkGameInfo info; |
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uint32 ip; |
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uint16 port; |
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bool online; // False if the server did not respond (default status) |
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bool manually; // True if the server was added manually |
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struct NetworkGameList *next; |
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} NetworkGameList; |
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typedef enum { |
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NETWORK_JOIN_STATUS_CONNECTING, |
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NETWORK_JOIN_STATUS_AUTHORIZING, |
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NETWORK_JOIN_STATUS_WAITING, |
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NETWORK_JOIN_STATUS_DOWNLOADING, |
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NETWORK_JOIN_STATUS_PROCESSING, |
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NETWORK_JOIN_STATUS_REGISTERING, |
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NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO, |
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} NetworkJoinStatus; |
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133 |
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// language ids for server_lang and client_lang |
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typedef enum { |
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NETLANG_ANY = 0, |
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NETLANG_ENGLISH = 1, |
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NETLANG_GERMAN = 2, |
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NETLANG_FRENCH = 3, |
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} NetworkLanguage; |
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VARDEF NetworkGameList *_network_game_list; |
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VARDEF NetworkGameInfo _network_game_info; |
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VARDEF NetworkPlayerInfo _network_player_info[MAX_PLAYERS]; |
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VARDEF NetworkClientInfo _network_client_info[MAX_CLIENT_INFO]; |
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147 |
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VARDEF char _network_player_name[NETWORK_CLIENT_NAME_LENGTH]; |
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VARDEF char _network_default_ip[NETWORK_HOSTNAME_LENGTH]; |
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VARDEF uint16 _network_own_client_index; |
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VARDEF char _network_unique_id[NETWORK_NAME_LENGTH]; // Our own unique ID |
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VARDEF uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode |
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VARDEF uint32 _frame_counter_max; // To where we may go with our clients |
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VARDEF uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients. |
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158 |
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// networking settings |
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VARDEF uint32 _network_ip_list[MAX_INTERFACES + 1]; // Network IPs |
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161 |
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(svn r3775) Fix loading of server_port from config file, introduced in Darkvater's unified configuration changes (r3719+)
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VARDEF uint16 _network_server_port; |
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/* We use bind_ip and bind_ip_host, where bind_ip_host is the readable form of |
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bind_ip_host, and bind_ip the numeric value, because we want a nice number |
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in the openttd.cfg, but we wants to use the uint32 internally.. */ |
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VARDEF uint32 _network_server_bind_ip; |
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VARDEF char _network_server_bind_ip_host[NETWORK_HOSTNAME_LENGTH]; |
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VARDEF bool _is_network_server; // Does this client wants to be a network-server? |
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VARDEF char _network_server_name[NETWORK_NAME_LENGTH]; |
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VARDEF char _network_server_password[NETWORK_PASSWORD_LENGTH]; |
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VARDEF char _network_rcon_password[NETWORK_PASSWORD_LENGTH]; |
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(svn r3805) - [FS#62] Fix doxygen comments to refer to the correct parameter. (sulai)
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VARDEF uint16 _network_max_join_time; ///< Time a client can max take to join |
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VARDEF bool _network_pause_on_join; ///< Pause the game when a client tries to join (more chance of succeeding join) |
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VARDEF uint16 _redirect_console_to_client; |
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VARDEF uint16 _network_sync_freq; |
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VARDEF uint8 _network_frame_freq; |
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VARDEF uint32 _sync_seed_1, _sync_seed_2; |
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VARDEF uint32 _sync_frame; |
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VARDEF bool _network_first_time; |
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// Vars needed for the join-GUI |
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VARDEF NetworkJoinStatus _network_join_status; |
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VARDEF uint8 _network_join_waiting; |
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VARDEF uint16 _network_join_kbytes; |
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VARDEF uint16 _network_join_kbytes_total; |
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VARDEF char _network_last_host[NETWORK_HOSTNAME_LENGTH]; |
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VARDEF short _network_last_port; |
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VARDEF uint32 _network_last_host_ip; |
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VARDEF uint8 _network_reconnect; |
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VARDEF bool _network_udp_server; |
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VARDEF uint16 _network_udp_broadcast; |
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VARDEF byte _network_lan_internet; |
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VARDEF bool _network_advertise; |
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VARDEF bool _network_need_advertise; |
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VARDEF uint32 _network_last_advertise_frame; |
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VARDEF uint8 _network_advertise_retries; |
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VARDEF bool _network_autoclean_companies; |
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VARDEF uint8 _network_autoclean_unprotected; // Remove a company after X months |
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VARDEF uint8 _network_autoclean_protected; // Unprotect a company after X months |
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208 |
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VARDEF uint16 _network_restart_game_date; // If this year is reached, the server automaticly restarts |
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1329 | 211 |
NetworkGameList *NetworkQueryServer(const char* host, unsigned short port, bool game_info); |
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byte NetworkSpectatorCount(void); |
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214 |
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VARDEF char *_network_host_list[10]; |
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VARDEF char *_network_ban_list[25]; |
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217 |
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#endif /* ENABLE_NETWORK */ |
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// Those variables must always be registered! |
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VARDEF bool _networking; |
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VARDEF bool _network_available; // is network mode available? |
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VARDEF bool _network_server; // network-server is active |
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224 |
VARDEF bool _network_dedicated; // are we a dedicated server? |
3692 | 225 |
VARDEF PlayerID _network_playas; // an id to play as.. |
211 | 226 |
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void ParseConnectionString(const char **player, const char **port, char *connection_string); |
543
946badd71033
(svn r942) -Merged branch/network back into the trunk
truelight
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239
diff
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228 |
void NetworkUpdateClientInfo(uint16 client_index); |
1329 | 229 |
void NetworkAddServer(const char *b); |
1093
4fdc46eaf423
(svn r1594) Convert all undefined parameter lists to (void) and add the appropriate warning flags in the Makefile
tron
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1026
diff
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230 |
void NetworkRebuildHostList(void); |
1739
4c8fb3905cbd
(svn r2243) -Fix: Rework of console. Use 'help command|variable' to get help about it. You can assign variables with =, ++, --, or just new value. Console parser is now lenient towards typed spaces, and more robust in general (at least readable). Removed the 'set' command, instead implemented all such variables as 'variables'.
Darkvater
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1602
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231 |
bool NetworkChangeCompanyPassword(byte argc, char *argv[]); |
228
f65dec6727d9
(svn r229) -Fix: Some more const stuff fixed .(Tron)
darkvater
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211
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232 |
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211 | 233 |
#endif /* NETWORK_H */ |