equal
deleted
inserted
replaced
45 #define NETWORK_NAME_LENGTH 80 |
45 #define NETWORK_NAME_LENGTH 80 |
46 #define NETWORK_HOSTNAME_LENGTH 80 |
46 #define NETWORK_HOSTNAME_LENGTH 80 |
47 #define NETWORK_REVISION_LENGTH 10 |
47 #define NETWORK_REVISION_LENGTH 10 |
48 #define NETWORK_PASSWORD_LENGTH 20 |
48 #define NETWORK_PASSWORD_LENGTH 20 |
49 #define NETWORK_PLAYERS_LENGTH 200 |
49 #define NETWORK_PLAYERS_LENGTH 200 |
|
50 #define NETWORK_CLIENT_NAME_LENGTH 25 |
50 |
51 |
51 // This is the struct used by both client and server |
52 // This is the struct used by both client and server |
52 // some fields will be empty on the client (like game_password) by default |
53 // some fields will be empty on the client (like game_password) by default |
53 // and only filled with data a player enters. |
54 // and only filled with data a player enters. |
54 typedef struct NetworkGameInfo { |
55 typedef struct NetworkGameInfo { |
86 uint16 months_empty; // How many months the company is empty |
87 uint16 months_empty; // How many months the company is empty |
87 } NetworkPlayerInfo; |
88 } NetworkPlayerInfo; |
88 |
89 |
89 typedef struct NetworkClientInfo { |
90 typedef struct NetworkClientInfo { |
90 uint16 client_index; // Index of the client (same as ClientState->index) |
91 uint16 client_index; // Index of the client (same as ClientState->index) |
91 char client_name[NETWORK_NAME_LENGTH]; // Name of the client |
92 char client_name[NETWORK_CLIENT_NAME_LENGTH]; // Name of the client |
92 byte client_lang; // The language of the client |
93 byte client_lang; // The language of the client |
93 byte client_playas; // As which player is this client playing |
94 byte client_playas; // As which player is this client playing |
94 uint32 client_ip; // IP-address of the client (so he can be banned) |
95 uint32 client_ip; // IP-address of the client (so he can be banned) |
95 uint16 join_date; // Gamedate the player has joined |
96 uint16 join_date; // Gamedate the player has joined |
96 char unique_id[NETWORK_NAME_LENGTH]; // Every play sends an unique id so we can indentify him |
97 char unique_id[NETWORK_NAME_LENGTH]; // Every play sends an unique id so we can indentify him |