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replaced
69 char client_name[NETWORK_CLIENT_NAME_LENGTH]; // Name of the client |
69 char client_name[NETWORK_CLIENT_NAME_LENGTH]; // Name of the client |
70 byte client_lang; // The language of the client |
70 byte client_lang; // The language of the client |
71 PlayerID client_playas; // As which player is this client playing (PlayerID) |
71 PlayerID client_playas; // As which player is this client playing (PlayerID) |
72 uint32 client_ip; // IP-address of the client (so he can be banned) |
72 uint32 client_ip; // IP-address of the client (so he can be banned) |
73 Date join_date; // Gamedate the player has joined |
73 Date join_date; // Gamedate the player has joined |
74 char unique_id[NETWORK_NAME_LENGTH]; // Every play sends an unique id so we can indentify him |
74 char unique_id[NETWORK_UNIQUE_ID_LENGTH]; // Every play sends an unique id so we can indentify him |
75 }; |
75 }; |
76 |
76 |
77 enum NetworkJoinStatus { |
77 enum NetworkJoinStatus { |
78 NETWORK_JOIN_STATUS_CONNECTING, |
78 NETWORK_JOIN_STATUS_CONNECTING, |
79 NETWORK_JOIN_STATUS_AUTHORIZING, |
79 NETWORK_JOIN_STATUS_AUTHORIZING, |
125 |
125 |
126 VARDEF char _network_player_name[NETWORK_CLIENT_NAME_LENGTH]; |
126 VARDEF char _network_player_name[NETWORK_CLIENT_NAME_LENGTH]; |
127 VARDEF char _network_default_ip[NETWORK_HOSTNAME_LENGTH]; |
127 VARDEF char _network_default_ip[NETWORK_HOSTNAME_LENGTH]; |
128 |
128 |
129 VARDEF uint16 _network_own_client_index; |
129 VARDEF uint16 _network_own_client_index; |
130 VARDEF char _network_unique_id[NETWORK_NAME_LENGTH]; // Our own unique ID |
130 VARDEF char _network_unique_id[NETWORK_UNIQUE_ID_LENGTH]; // Our own unique ID |
131 |
131 |
132 VARDEF uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode |
132 VARDEF uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode |
133 VARDEF uint32 _frame_counter_max; // To where we may go with our clients |
133 VARDEF uint32 _frame_counter_max; // To where we may go with our clients |
134 |
134 |
135 VARDEF uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients. |
135 VARDEF uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients. |
145 VARDEF char _network_server_bind_ip_host[NETWORK_HOSTNAME_LENGTH]; |
145 VARDEF char _network_server_bind_ip_host[NETWORK_HOSTNAME_LENGTH]; |
146 VARDEF bool _is_network_server; // Does this client wants to be a network-server? |
146 VARDEF bool _is_network_server; // Does this client wants to be a network-server? |
147 VARDEF char _network_server_name[NETWORK_NAME_LENGTH]; |
147 VARDEF char _network_server_name[NETWORK_NAME_LENGTH]; |
148 VARDEF char _network_server_password[NETWORK_PASSWORD_LENGTH]; |
148 VARDEF char _network_server_password[NETWORK_PASSWORD_LENGTH]; |
149 VARDEF char _network_rcon_password[NETWORK_PASSWORD_LENGTH]; |
149 VARDEF char _network_rcon_password[NETWORK_PASSWORD_LENGTH]; |
|
150 VARDEF char _network_default_company_pass[NETWORK_PASSWORD_LENGTH]; |
150 |
151 |
151 VARDEF uint16 _network_max_join_time; ///< Time a client can max take to join |
152 VARDEF uint16 _network_max_join_time; ///< Time a client can max take to join |
152 VARDEF bool _network_pause_on_join; ///< Pause the game when a client tries to join (more chance of succeeding join) |
153 VARDEF bool _network_pause_on_join; ///< Pause the game when a client tries to join (more chance of succeeding join) |
153 |
154 |
154 VARDEF uint16 _redirect_console_to_client; |
155 VARDEF uint16 _redirect_console_to_client; |