src/network/network_server.cpp
changeset 9413 7042a8ec3fa8
parent 9354 845e07db4549
child 9420 8a38703928e8
equal deleted inserted replaced
9412:163c465bf250 9413:7042a8ec3fa8
   227 
   227 
   228 	cs->status = STATUS_AUTHORIZING;
   228 	cs->status = STATUS_AUTHORIZING;
   229 
   229 
   230 	Packet *p = NetworkSend_Init(PACKET_SERVER_NEED_PASSWORD);
   230 	Packet *p = NetworkSend_Init(PACKET_SERVER_NEED_PASSWORD);
   231 	p->Send_uint8(type);
   231 	p->Send_uint8(type);
   232 	p->Send_uint32(_settings.game_creation.generation_seed);
   232 	p->Send_uint32(_settings_game.game_creation.generation_seed);
   233 	p->Send_string(_network_unique_id);
   233 	p->Send_string(_network_unique_id);
   234 	cs->Send_Packet(p);
   234 	cs->Send_Packet(p);
   235 }
   235 }
   236 
   236 
   237 DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WELCOME)
   237 DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WELCOME)
   252 	cs->status = STATUS_AUTH;
   252 	cs->status = STATUS_AUTH;
   253 	_network_game_info.clients_on++;
   253 	_network_game_info.clients_on++;
   254 
   254 
   255 	p = NetworkSend_Init(PACKET_SERVER_WELCOME);
   255 	p = NetworkSend_Init(PACKET_SERVER_WELCOME);
   256 	p->Send_uint16(cs->index);
   256 	p->Send_uint16(cs->index);
   257 	p->Send_uint32(_settings.game_creation.generation_seed);
   257 	p->Send_uint32(_settings_game.game_creation.generation_seed);
   258 	p->Send_string(_network_unique_id);
   258 	p->Send_string(_network_unique_id);
   259 	cs->Send_Packet(p);
   259 	cs->Send_Packet(p);
   260 
   260 
   261 		// Transmit info about all the active clients
   261 		// Transmit info about all the active clients
   262 	FOR_ALL_CLIENTS(new_cs) {
   262 	FOR_ALL_CLIENTS(new_cs) {