diff options
author | rubidium <rubidium@openttd.org> | 2008-05-29 20:21:28 +0000 |
---|---|---|
committer | rubidium <rubidium@openttd.org> | 2008-05-29 20:21:28 +0000 |
commit | c33164831de864b1552147c1fb2599f3b7c17191 (patch) | |
tree | 734284d7c9344a063b89c7e239647be25ca07424 | |
parent | 61507ffeabb4439f0d818e07fde2808d076fd4f6 (diff) | |
download | openttd-c33164831de864b1552147c1fb2599f3b7c17191.tar.xz |
(svn r13334) -Codechange: move the network settings variables from network/network_internal to settings.
-rw-r--r-- | src/console_cmds.cpp | 63 | ||||
-rw-r--r-- | src/network/network.cpp | 49 | ||||
-rw-r--r-- | src/network/network.h | 1 | ||||
-rw-r--r-- | src/network/network_client.cpp | 6 | ||||
-rw-r--r-- | src/network/network_gui.cpp | 54 | ||||
-rw-r--r-- | src/network/network_internal.h | 30 | ||||
-rw-r--r-- | src/network/network_server.cpp | 22 | ||||
-rw-r--r-- | src/network/network_udp.cpp | 6 | ||||
-rw-r--r-- | src/openttd.cpp | 12 | ||||
-rw-r--r-- | src/players.cpp | 4 | ||||
-rw-r--r-- | src/settings.cpp | 54 | ||||
-rw-r--r-- | src/settings_type.h | 36 |
12 files changed, 174 insertions, 163 deletions
diff --git a/src/console_cmds.cpp b/src/console_cmds.cpp index 4cc16a86f..d5d30f057 100644 --- a/src/console_cmds.cpp +++ b/src/console_cmds.cpp @@ -1307,12 +1307,12 @@ DEF_CONSOLE_CMD(ConSayClient) DEF_CONSOLE_HOOK(ConHookServerPW) { - if (strcmp(_network_server_password, "*") == 0) { - _network_server_password[0] = '\0'; - _network_game_info.use_password = 0; + if (strcmp(_settings_client.network.server_password, "*") == 0) { + _settings_client.network.server_password[0] = '\0'; + _network_game_info.use_password = false; } else { - ttd_strlcpy(_network_game_info.server_password, _network_server_password, sizeof(_network_server_password)); - _network_game_info.use_password = 1; + ttd_strlcpy(_network_game_info.server_password, _settings_client.network.server_password, sizeof(_network_game_info.server_password)); + _network_game_info.use_password = true; } return true; @@ -1320,10 +1320,11 @@ DEF_CONSOLE_HOOK(ConHookServerPW) DEF_CONSOLE_HOOK(ConHookRconPW) { - if (strcmp(_network_rcon_password, "*") == 0) - _network_rcon_password[0] = '\0'; + if (strcmp(_settings_client.network.rcon_password, "*") == 0) { + _settings_client.network.rcon_password[0] = '\0'; + } - ttd_strlcpy(_network_game_info.rcon_password, _network_rcon_password, sizeof(_network_game_info.rcon_password)); + ttd_strlcpy(_network_game_info.rcon_password, _settings_client.network.rcon_password, sizeof(_network_game_info.rcon_password)); return true; } @@ -1368,13 +1369,13 @@ DEF_CONSOLE_HOOK(ConProcPlayerName) if (ci == NULL) return false; /* Don't change the name if it is the same as the old name */ - if (strcmp(ci->client_name, _network_player_name) != 0) { + if (strcmp(ci->client_name, _settings_client.network.player_name) != 0) { if (!_network_server) { - SEND_COMMAND(PACKET_CLIENT_SET_NAME)(_network_player_name); + SEND_COMMAND(PACKET_CLIENT_SET_NAME)(_settings_client.network.player_name); } else { - if (NetworkFindName(_network_player_name)) { - NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, "%s", _network_player_name); - ttd_strlcpy(ci->client_name, _network_player_name, sizeof(ci->client_name)); + if (NetworkFindName(_settings_client.network.player_name)) { + NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, "%s", _settings_client.network.player_name); + ttd_strlcpy(ci->client_name, _settings_client.network.player_name, sizeof(ci->client_name)); NetworkUpdateClientInfo(NETWORK_SERVER_INDEX); } } @@ -1385,7 +1386,7 @@ DEF_CONSOLE_HOOK(ConProcPlayerName) DEF_CONSOLE_HOOK(ConHookServerName) { - ttd_strlcpy(_network_game_info.server_name, _network_server_name, sizeof(_network_game_info.server_name)); + ttd_strlcpy(_network_game_info.server_name, _settings_client.network.server_name, sizeof(_network_game_info.server_name)); return true; } @@ -1407,7 +1408,7 @@ DEF_CONSOLE_CMD(ConProcServerIP) if (argc != 1) return false; _network_server_bind_ip = (strcmp(argv[0], "all") == 0) ? inet_addr("0.0.0.0") : inet_addr(argv[0]); - snprintf(_network_server_bind_ip_host, sizeof(_network_server_bind_ip_host), "%s", inet_ntoa(*(struct in_addr *)&_network_server_bind_ip)); + snprintf(_settings_client.network.server_bind_ip, sizeof(_settings_client.network.server_bind_ip), "%s", inet_ntoa(*(struct in_addr *)&_network_server_bind_ip)); IConsolePrintF(CC_WARNING, "'server_ip' changed to: %s", inet_ntoa(*(struct in_addr *)&_network_server_bind_ip)); return true; } @@ -1594,16 +1595,16 @@ void IConsoleStdLibRegister() IConsoleCmdHookAdd("unpause", ICONSOLE_HOOK_ACCESS, ConHookServerOnly); /*** Networking variables ***/ - IConsoleVarRegister("net_frame_freq", &_network_frame_freq, ICONSOLE_VAR_BYTE, "The amount of frames before a command will be (visibly) executed. Default value: 1"); + IConsoleVarRegister("net_frame_freq", &_settings_client.network.frame_freq, ICONSOLE_VAR_BYTE, "The amount of frames before a command will be (visibly) executed. Default value: 1"); IConsoleVarHookAdd("net_frame_freq", ICONSOLE_HOOK_ACCESS, ConHookServerOnly); - IConsoleVarRegister("net_sync_freq", &_network_sync_freq, ICONSOLE_VAR_UINT16, "The amount of frames to check if the game is still in sync. Default value: 100"); + IConsoleVarRegister("net_sync_freq", &_settings_client.network.sync_freq, ICONSOLE_VAR_UINT16, "The amount of frames to check if the game is still in sync. Default value: 100"); IConsoleVarHookAdd("net_sync_freq", ICONSOLE_HOOK_ACCESS, ConHookServerOnly); - IConsoleVarStringRegister("server_pw", &_network_server_password, sizeof(_network_server_password), "Set the server password to protect your server. Use '*' to clear the password"); + IConsoleVarStringRegister("server_pw", &_settings_client.network.server_password, sizeof(_settings_client.network.server_password), "Set the server password to protect your server. Use '*' to clear the password"); IConsoleVarHookAdd("server_pw", ICONSOLE_HOOK_ACCESS, ConHookServerOnly); IConsoleVarHookAdd("server_pw", ICONSOLE_HOOK_POST_ACTION, ConHookServerPW); IConsoleAliasRegister("server_password", "server_pw %+"); - IConsoleVarStringRegister("rcon_pw", &_network_rcon_password, sizeof(_network_rcon_password), "Set the rcon-password to change server behaviour. Use '*' to disable rcon"); + IConsoleVarStringRegister("rcon_pw", &_settings_client.network.rcon_password, sizeof(_settings_client.network.rcon_password), "Set the rcon-password to change server behaviour. Use '*' to disable rcon"); IConsoleVarHookAdd("rcon_pw", ICONSOLE_HOOK_ACCESS, ConHookServerOnly); IConsoleVarHookAdd("rcon_pw", ICONSOLE_HOOK_POST_ACTION, ConHookRconPW); IConsoleAliasRegister("rcon_password", "rcon_pw %+"); @@ -1612,20 +1613,20 @@ void IConsoleStdLibRegister() IConsoleVarProcAdd("company_pw", NetworkChangeCompanyPassword); IConsoleAliasRegister("company_password", "company_pw %+"); - IConsoleVarStringRegister("name", &_network_player_name, sizeof(_network_player_name), "Set your name for multiplayer"); + IConsoleVarStringRegister("name", &_settings_client.network.player_name, sizeof(_settings_client.network.player_name), "Set your name for multiplayer"); IConsoleVarHookAdd("name", ICONSOLE_HOOK_ACCESS, ConHookNeedNetwork); IConsoleVarHookAdd("name", ICONSOLE_HOOK_POST_ACTION, ConProcPlayerName); - IConsoleVarStringRegister("server_name", &_network_server_name, sizeof(_network_server_name), "Set the name of the server for multiplayer"); + IConsoleVarStringRegister("server_name", &_settings_client.network.server_name, sizeof(_settings_client.network.server_name), "Set the name of the server for multiplayer"); IConsoleVarHookAdd("server_name", ICONSOLE_HOOK_ACCESS, ConHookServerOnly); IConsoleVarHookAdd("server_name", ICONSOLE_HOOK_POST_ACTION, ConHookServerName); - IConsoleVarRegister("server_port", &_network_server_port, ICONSOLE_VAR_UINT32, "Set the server port. Changes take effect the next time you start a server"); + IConsoleVarRegister("server_port", &_settings_client.network.server_port, ICONSOLE_VAR_UINT32, "Set the server port. Changes take effect the next time you start a server"); IConsoleVarRegister("server_ip", &_network_server_bind_ip, ICONSOLE_VAR_UINT32, "Set the IP the server binds to. Changes take effect the next time you start a server. Use 'all' to bind to any IP."); IConsoleVarProcAdd("server_ip", ConProcServerIP); IConsoleAliasRegister("server_bind_ip", "server_ip %+"); IConsoleAliasRegister("server_ip_bind", "server_ip %+"); IConsoleAliasRegister("server_bind", "server_ip %+"); - IConsoleVarRegister("server_advertise", &_network_advertise, ICONSOLE_VAR_BOOLEAN, "Set if the server will advertise to the master server and show up there"); + IConsoleVarRegister("server_advertise", &_settings_client.network.server_advertise, ICONSOLE_VAR_BOOLEAN, "Set if the server will advertise to the master server and show up there"); IConsoleVarHookAdd("server_advertise", ICONSOLE_HOOK_ACCESS, ConHookServerOnly); IConsoleVarHookAdd("server_advertise", ICONSOLE_HOOK_POST_ACTION, ConHookServerAdvertise); @@ -1639,24 +1640,24 @@ void IConsoleStdLibRegister() IConsoleVarHookAdd("max_spectators", ICONSOLE_HOOK_ACCESS, ConHookServerOnly); IConsoleVarHookAdd("max_spectators", ICONSOLE_HOOK_POST_ACTION, ConHookValidateMaxSpectatorsCount); - IConsoleVarRegister("max_join_time", &_network_max_join_time, ICONSOLE_VAR_UINT16, "Set the maximum amount of time (ticks) a client is allowed to join. Default value: 500"); + IConsoleVarRegister("max_join_time", &_settings_client.network.max_join_time, ICONSOLE_VAR_UINT16, "Set the maximum amount of time (ticks) a client is allowed to join. Default value: 500"); - IConsoleVarRegister("pause_on_join", &_network_pause_on_join, ICONSOLE_VAR_BOOLEAN, "Set if the server should pause gameplay while a client is joining. This might help slow users"); + IConsoleVarRegister("pause_on_join", &_settings_client.network.pause_on_join, ICONSOLE_VAR_BOOLEAN, "Set if the server should pause gameplay while a client is joining. This might help slow users"); IConsoleVarHookAdd("pause_on_join", ICONSOLE_HOOK_ACCESS, ConHookServerOnly); - IConsoleVarRegister("autoclean_companies", &_network_autoclean_companies, ICONSOLE_VAR_BOOLEAN, "Automatically shut down inactive companies to free them up for other players. Customize with 'autoclean_(un)protected'"); + IConsoleVarRegister("autoclean_companies", &_settings_client.network.autoclean_companies, ICONSOLE_VAR_BOOLEAN, "Automatically shut down inactive companies to free them up for other players. Customize with 'autoclean_(un)protected'"); IConsoleVarHookAdd("autoclean_companies", ICONSOLE_HOOK_ACCESS, ConHookServerOnly); - IConsoleVarRegister("autoclean_protected", &_network_autoclean_protected, ICONSOLE_VAR_BYTE, "Automatically remove the password from an inactive company after the given amount of months"); + IConsoleVarRegister("autoclean_protected", &_settings_client.network.autoclean_protected, ICONSOLE_VAR_BYTE, "Automatically remove the password from an inactive company after the given amount of months"); IConsoleVarHookAdd("autoclean_protected", ICONSOLE_HOOK_ACCESS, ConHookServerOnly); - IConsoleVarRegister("autoclean_unprotected", &_network_autoclean_unprotected, ICONSOLE_VAR_BYTE, "Automatically shut down inactive companies after the given amount of months"); + IConsoleVarRegister("autoclean_unprotected", &_settings_client.network.autoclean_unprotected, ICONSOLE_VAR_BYTE, "Automatically shut down inactive companies after the given amount of months"); IConsoleVarHookAdd("autoclean_unprotected", ICONSOLE_HOOK_ACCESS, ConHookServerOnly); - IConsoleVarRegister("restart_game_year", &_network_restart_game_year, ICONSOLE_VAR_UINT16, "Auto-restart the server when Jan 1st of the set year is reached. Use '0' to disable this"); + IConsoleVarRegister("restart_game_year", &_settings_client.network.restart_game_year, ICONSOLE_VAR_UINT16, "Auto-restart the server when Jan 1st of the set year is reached. Use '0' to disable this"); IConsoleVarHookAdd("restart_game_year", ICONSOLE_HOOK_ACCESS, ConHookServerOnly); - IConsoleVarRegister("min_players", &_network_min_players, ICONSOLE_VAR_BYTE, "Automatically pause the game when the number of active players passes below the given amount"); + IConsoleVarRegister("min_players", &_settings_client.network.min_players, ICONSOLE_VAR_BYTE, "Automatically pause the game when the number of active players passes below the given amount"); IConsoleVarHookAdd("min_players", ICONSOLE_HOOK_ACCESS, ConHookServerOnly); IConsoleVarHookAdd("min_players", ICONSOLE_HOOK_POST_ACTION, ConHookCheckMinPlayers); - IConsoleVarRegister("reload_cfg", &_network_reload_cfg, ICONSOLE_VAR_BOOLEAN, "reload the entire config file between the end of this game, and starting the next new game - dedicated servers"); + IConsoleVarRegister("reload_cfg", &_settings_client.network.reload_cfg, ICONSOLE_VAR_BOOLEAN, "reload the entire config file between the end of this game, and starting the next new game - dedicated servers"); IConsoleVarHookAdd("reload_cfg", ICONSOLE_HOOK_ACCESS, ConHookServerOnly); #endif /* ENABLE_NETWORK */ diff --git a/src/network/network.cpp b/src/network/network.cpp index 959e1d66d..77003e6a1 100644 --- a/src/network/network.cpp +++ b/src/network/network.cpp @@ -216,8 +216,8 @@ uint NetworkCalculateLag(const NetworkTCPSocketHandler *cs) // This client has missed his ACK packet after 1 DAY_TICKS.. // so we increase his lag for every frame that passes! // The packet can be out by a max of _net_frame_freq - if (cs->last_frame_server + DAY_TICKS + _network_frame_freq < _frame_counter) - lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _network_frame_freq); + if (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq < _frame_counter) + lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq); return lag; } @@ -332,7 +332,7 @@ void CheckMinPlayers() { if (!_network_dedicated) return; - if (NetworkCountPlayers() < _network_min_players) { + if (NetworkCountPlayers() < _settings_client.network.min_players) { if (_min_players_paused) return; _min_players_paused = true; @@ -662,7 +662,7 @@ void NetworkCloseClient(NetworkTCPSocketHandler *cs) } /* When the client was PRE_ACTIVE, the server was in pause mode, so unpause */ - if (cs->status == STATUS_PRE_ACTIVE && _network_pause_on_join) { + if (cs->status == STATUS_PRE_ACTIVE && _settings_client.network.pause_on_join) { DoCommandP(0, 0, 0, NULL, CMD_PAUSE); NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused", NETWORK_SERVER_INDEX); } @@ -802,7 +802,7 @@ static bool NetworkListen() SOCKET ls; struct sockaddr_in sin; - DEBUG(net, 1, "Listening on %s:%d", _network_server_bind_ip_host, _network_server_port); + DEBUG(net, 1, "Listening on %s:%d", _settings_client.network.server_bind_ip, _settings_client.network.server_port); ls = socket(AF_INET, SOCK_STREAM, 0); if (ls == INVALID_SOCKET) { @@ -823,7 +823,7 @@ static bool NetworkListen() sin.sin_family = AF_INET; sin.sin_addr.s_addr = _network_server_bind_ip; - sin.sin_port = htons(_network_server_port); + sin.sin_port = htons(_settings_client.network.server_port); if (bind(ls, (struct sockaddr*)&sin, sizeof(sin)) != 0) { ServerStartError("bind() failed"); @@ -923,7 +923,7 @@ void NetworkAddServer(const char *b) ttd_strlcpy(host, b, lengthof(host)); - ttd_strlcpy(_network_default_ip, b, lengthof(_network_default_ip)); + ttd_strlcpy(_settings_client.network.connect_to_ip, b, lengthof(_settings_client.network.connect_to_ip)); rport = NETWORK_DEFAULT_PORT; ParseConnectionString(&player, &port, host); @@ -961,8 +961,8 @@ bool NetworkClientConnectGame(const char *host, uint16 port) if (port == 0) return false; - ttd_strlcpy(_network_last_host, host, sizeof(_network_last_host)); - _network_last_port = port; + ttd_strlcpy(_settings_client.network.last_host, host, sizeof(_settings_client.network.last_host)); + _settings_client.network.last_port = port; NetworkDisconnect(); NetworkUDPCloseAll(); @@ -987,11 +987,16 @@ static void NetworkInitGameInfo() { NetworkClientInfo *ci; - ttd_strlcpy(_network_game_info.server_name, _network_server_name, sizeof(_network_game_info.server_name)); - ttd_strlcpy(_network_game_info.server_password, _network_server_password, sizeof(_network_server_password)); - ttd_strlcpy(_network_game_info.rcon_password, _network_rcon_password, sizeof(_network_rcon_password)); - if (_network_game_info.server_name[0] == '\0') + _network_game_info.clients_max = _settings_client.network.max_clients; + _network_game_info.companies_max = _settings_client.network.max_companies; + _network_game_info.spectators_max = _settings_client.network.max_spectators; + _network_game_info.server_lang = _settings_client.network.server_lang; + ttd_strlcpy(_network_game_info.server_name, _settings_client.network.server_name, sizeof(_network_game_info.server_name)); + ttd_strlcpy(_network_game_info.server_password, _settings_client.network.server_password, sizeof(_network_game_info.server_password)); + ttd_strlcpy(_network_game_info.rcon_password, _settings_client.network.rcon_password, sizeof(_network_game_info.rcon_password)); + if (StrEmpty(_network_game_info.server_name)) { snprintf(_network_game_info.server_name, sizeof(_network_game_info.server_name), "Unnamed Server"); + } ttd_strlcpy(_network_game_info.server_revision, _openttd_revision, sizeof(_network_game_info.server_revision)); @@ -1014,7 +1019,7 @@ static void NetworkInitGameInfo() _network_game_info.map_height = MapSizeY(); _network_game_info.map_set = _settings_game.game_creation.landscape; - _network_game_info.use_password = (_network_server_password[0] != '\0'); + _network_game_info.use_password = !StrEmpty(_settings_client.network.server_password); // We use _network_client_info[MAX_CLIENT_INFO - 1] to store the server-data in it // The index is NETWORK_SERVER_INDEX ( = 1) @@ -1024,8 +1029,8 @@ static void NetworkInitGameInfo() ci->client_index = NETWORK_SERVER_INDEX; ci->client_playas = _network_dedicated ? PLAYER_SPECTATOR : _local_player; - ttd_strlcpy(ci->client_name, _network_player_name, sizeof(ci->client_name)); - ttd_strlcpy(ci->unique_id, _network_unique_id, sizeof(ci->unique_id)); + ttd_strlcpy(ci->client_name, _settings_client.network.player_name, sizeof(ci->client_name)); + ttd_strlcpy(ci->unique_id, _settings_client.network.network_id, sizeof(ci->unique_id)); } bool NetworkServerStart() @@ -1041,7 +1046,7 @@ bool NetworkServerStart() // Try to start UDP-server _network_udp_server = true; - _network_udp_server = _udp_server_socket->Listen(_network_server_bind_ip, _network_server_port, false); + _network_udp_server = _udp_server_socket->Listen(_network_server_bind_ip, _settings_client.network.server_port, false); _network_server = true; _networking = true; @@ -1332,7 +1337,7 @@ void NetworkGameLoop() _frame_counter++; // Update max-frame-counter if (_frame_counter > _frame_counter_max) { - _frame_counter_max = _frame_counter + _network_frame_freq; + _frame_counter_max = _frame_counter + _settings_client.network.frame_freq; send_frame = true; } @@ -1382,7 +1387,7 @@ static void NetworkGenerateUniqueId() sprintf(hex_output + di * 2, "%02x", digest[di]); /* _network_unique_id is our id */ - snprintf(_network_unique_id, sizeof(_network_unique_id), "%s", hex_output); + snprintf(_settings_client.network.network_id, sizeof(_settings_client.network.network_id), "%s", hex_output); } void NetworkStartDebugLog(const char *hostname, uint16 port) @@ -1429,12 +1434,12 @@ void NetworkStartUp() _network_advertise_retries = 0; /* Load the ip from the openttd.cfg */ - _network_server_bind_ip = inet_addr(_network_server_bind_ip_host); + _network_server_bind_ip = inet_addr(_settings_client.network.server_bind_ip); /* And put the data back in it in case it was an invalid ip */ - snprintf(_network_server_bind_ip_host, sizeof(_network_server_bind_ip_host), "%s", inet_ntoa(*(struct in_addr *)&_network_server_bind_ip)); + snprintf(_settings_client.network.server_bind_ip, sizeof(_settings_client.network.server_bind_ip), "%s", inet_ntoa(*(struct in_addr *)&_network_server_bind_ip)); /* Generate an unique id when there is none yet */ - if (_network_unique_id[0] == '\0') NetworkGenerateUniqueId(); + if (StrEmpty(_settings_client.network.network_id)) NetworkGenerateUniqueId(); { byte cl_max = _network_game_info.clients_max; diff --git a/src/network/network.h b/src/network/network.h index d3bf3d3e1..0e4653901 100644 --- a/src/network/network.h +++ b/src/network/network.h @@ -17,7 +17,6 @@ extern bool _network_server; ///< network-server is active extern bool _network_available; ///< is network mode available? extern bool _network_dedicated; ///< are we a dedicated server? extern bool _network_advertise; ///< is the server advertising to the master server? -extern bool _network_reload_cfg; ///< will we reload the entire config for the next game? #else /* ENABLE_NETWORK */ /* Network function stubs when networking is disabled */ diff --git a/src/network/network_client.cpp b/src/network/network_client.cpp index 517a191e3..9411a28a4 100644 --- a/src/network/network_client.cpp +++ b/src/network/network_client.cpp @@ -84,7 +84,7 @@ void HashCurrentCompanyPassword() if (StrEmpty(_network_player_info[_local_player].password)) return; _password_game_seed = _settings_game.game_creation.generation_seed; - ttd_strlcpy(_password_server_unique_id, _network_unique_id, sizeof(_password_server_unique_id)); + ttd_strlcpy(_password_server_unique_id, _settings_client.network.network_id, sizeof(_password_server_unique_id)); const char *new_pw = GenerateCompanyPasswordHash(_network_player_info[_local_player].password); ttd_strlcpy(_network_player_info[_local_player].password, new_pw, sizeof(_network_player_info[_local_player].password)); @@ -131,10 +131,10 @@ DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_JOIN) p = NetworkSend_Init(PACKET_CLIENT_JOIN); p->Send_string(_openttd_revision); - p->Send_string(_network_player_name); // Player name + p->Send_string(_settings_client.network.player_name); // Player name p->Send_uint8 (_network_playas); // PlayAs p->Send_uint8 (NETLANG_ANY); // Language - p->Send_string(_network_unique_id); + p->Send_string(_settings_client.network.network_id); MY_CLIENT->Send_Packet(p); } diff --git a/src/network/network_gui.cpp b/src/network/network_gui.cpp index f58d69f76..413a0b530 100644 --- a/src/network/network_gui.cpp +++ b/src/network/network_gui.cpp @@ -240,7 +240,7 @@ protected: public: NetworkGameWindow(const WindowDesc *desc) : QueryStringBaseWindow(desc) { - ttd_strlcpy(this->edit_str_buf, _network_player_name, lengthof(this->edit_str_buf)); + ttd_strlcpy(this->edit_str_buf, _settings_client.network.player_name, lengthof(this->edit_str_buf)); this->afilter = CS_ALPHANUMERAL; InitializeTextBuffer(&this->text, this->edit_str_buf, lengthof(this->edit_str_buf), 120); @@ -290,7 +290,7 @@ public: sel->info.grfconfig == NULL); SetDParam(0, 0x00); - SetDParam(1, _lan_internet_types_dropdown[_network_lan_internet]); + SetDParam(1, _lan_internet_types_dropdown[_settings_client.network.lan_internet]); this->DrawWidgets(); /* Edit box to set player name */ @@ -315,7 +315,7 @@ public: y += NET_PRC__SIZE_OF_ROW; } - const NetworkGameList *last_joined = NetworkGameListAddItem(inet_addr(_network_last_host), _network_last_port); + const NetworkGameList *last_joined = NetworkGameListAddItem(inet_addr(_settings_client.network.last_host), _settings_client.network.last_port); /* Draw the last joined server, if any */ if (last_joined != NULL) this->DrawServerLine(last_joined, y = this->widget[NGWW_LASTJOINED].top + 3, last_joined == sel); @@ -406,7 +406,7 @@ public: break; case NGWW_CONN_BTN: // 'Connection' droplist - ShowDropDownMenu(this, _lan_internet_types_dropdown, _network_lan_internet, NGWW_CONN_BTN, 0, 0); // do it for widget NSSW_CONN_BTN + ShowDropDownMenu(this, _lan_internet_types_dropdown, _settings_client.network.lan_internet, NGWW_CONN_BTN, 0, 0); // do it for widget NSSW_CONN_BTN break; case NGWW_NAME: // Sort by name @@ -432,7 +432,7 @@ public: } break; case NGWW_LASTJOINED: { - NetworkGameList *last_joined = NetworkGameListAddItem(inet_addr(_network_last_host), _network_last_port); + NetworkGameList *last_joined = NetworkGameListAddItem(inet_addr(_settings_client.network.last_host), _settings_client.network.last_port); if (last_joined != NULL) { this->server = last_joined; this->SetDirty(); @@ -440,7 +440,7 @@ public: } break; case NGWW_FIND: // Find server automatically - switch (_network_lan_internet) { + switch (_settings_client.network.lan_internet) { case 0: NetworkUDPSearchGame(); break; case 1: NetworkUDPQueryMasterServer(); break; } @@ -448,7 +448,7 @@ public: case NGWW_ADD: // Add a server ShowQueryString( - BindCString(_network_default_ip), + BindCString(_settings_client.network.connect_to_ip), STR_NETWORK_ENTER_IP, 31 | 0x1000, // maximum number of characters OR 250, // characters up to this width pixels, whichever is satisfied first @@ -461,8 +461,8 @@ public: case NGWW_JOIN: // Join Game if (this->server != NULL) { - snprintf(_network_last_host, sizeof(_network_last_host), "%s", inet_ntoa(*(struct in_addr *)&this->server->ip)); - _network_last_port = this->server->port; + snprintf(_settings_client.network.last_host, sizeof(_settings_client.network.last_host), "%s", inet_ntoa(*(struct in_addr *)&this->server->ip)); + _settings_client.network.last_port = this->server->port; ShowNetworkLobbyWindow(this->server); } break; @@ -481,7 +481,7 @@ public: { switch (widget) { case NGWW_CONN_BTN: - _network_lan_internet = index; + _settings_client.network.lan_internet = index; break; default: @@ -521,9 +521,9 @@ public: /* The name is only allowed when it starts with a letter! */ if (!StrEmpty(this->edit_str_buf) && this->edit_str_buf[0] != ' ') { - ttd_strlcpy(_network_player_name, this->edit_str_buf, lengthof(_network_player_name)); + ttd_strlcpy(_settings_client.network.player_name, this->edit_str_buf, lengthof(_settings_client.network.player_name)); } else { - ttd_strlcpy(_network_player_name, "Player", lengthof(_network_player_name)); + ttd_strlcpy(_settings_client.network.player_name, "Player", lengthof(_settings_client.network.player_name)); } return state; } @@ -665,7 +665,7 @@ struct NetworkStartServerWindow : public QueryStringBaseWindow { NetworkStartServerWindow(const WindowDesc *desc) : QueryStringBaseWindow(desc) { - ttd_strlcpy(this->edit_str_buf, _network_server_name, lengthof(this->edit_str_buf)); + ttd_strlcpy(this->edit_str_buf, _settings_client.network.server_name, lengthof(this->edit_str_buf)); _saveload_mode = SLD_NEW_GAME; BuildFileList(); @@ -676,7 +676,7 @@ struct NetworkStartServerWindow : public QueryStringBaseWindow { InitializeTextBuffer(&this->text, this->edit_str_buf, lengthof(this->edit_str_buf), 160); this->field = NSSW_GAMENAME; - _network_game_info.use_password = !StrEmpty(_network_server_password); + _network_game_info.use_password = !StrEmpty(_settings_client.network.server_password); this->FindWindowPlacementAndResize(desc); } @@ -737,7 +737,7 @@ struct NetworkStartServerWindow : public QueryStringBaseWindow { case NSSW_SETPWD: // Set password button this->widget_id = NSSW_SETPWD; - ShowQueryString(BindCString(_network_server_password), STR_NETWORK_SET_PASSWORD, 20, 250, this, CS_ALPHANUMERAL); + ShowQueryString(BindCString(_settings_client.network.server_password), STR_NETWORK_SET_PASSWORD, 20, 250, this, CS_ALPHANUMERAL); break; case NSSW_SELMAP: { // Select map @@ -862,7 +862,7 @@ struct NetworkStartServerWindow : public QueryStringBaseWindow { if (this->field == NSSW_GAMENAME) { if (this->HandleEditBoxKey(NSSW_GAMENAME, key, keycode, state) == 1) return state; // enter pressed - ttd_strlcpy(_network_server_name, this->text.buf, sizeof(_network_server_name)); + ttd_strlcpy(_settings_client.network.server_name, this->text.buf, sizeof(_settings_client.network.server_name)); } return state; @@ -873,8 +873,8 @@ struct NetworkStartServerWindow : public QueryStringBaseWindow { if (str == NULL) return; if (this->widget_id == NSSW_SETPWD) { - ttd_strlcpy(_network_server_password, str, lengthof(_network_server_password)); - _network_game_info.use_password = !StrEmpty(_network_server_password); + ttd_strlcpy(_settings_client.network.server_password, str, lengthof(_settings_client.network.server_password)); + _network_game_info.use_password = !StrEmpty(_settings_client.network.server_password); } else { int32 value = atoi(str); this->InvalidateWidget(this->widget_id); @@ -1104,22 +1104,22 @@ struct NetworkLobbyWindow : public Window { case NLWW_JOIN: // Join company /* Button can be clicked only when it is enabled */ _network_playas = this->company; - NetworkClientConnectGame(_network_last_host, _network_last_port); + NetworkClientConnectGame(_settings_client.network.last_host, _settings_client.network.last_port); break; case NLWW_NEW: // New company _network_playas = PLAYER_NEW_COMPANY; - NetworkClientConnectGame(_network_last_host, _network_last_port); + NetworkClientConnectGame(_settings_client.network.last_host, _settings_client.network.last_port); break; case NLWW_SPECTATE: // Spectate game _network_playas = PLAYER_SPECTATOR; - NetworkClientConnectGame(_network_last_host, _network_last_port); + NetworkClientConnectGame(_settings_client.network.last_host, _settings_client.network.last_port); break; case NLWW_REFRESH: // Refresh - NetworkTCPQueryServer(_network_last_host, _network_last_port); // company info - NetworkUDPQueryServer(_network_last_host, _network_last_port); // general data + NetworkTCPQueryServer(_settings_client.network.last_host, _settings_client.network.last_port); // company info + NetworkUDPQueryServer(_settings_client.network.last_host, _settings_client.network.last_port); // general data break; } } @@ -1162,8 +1162,8 @@ static void ShowNetworkLobbyWindow(NetworkGameList *ngl) { DeleteWindowById(WC_NETWORK_WINDOW, 0); - NetworkTCPQueryServer(_network_last_host, _network_last_port); // company info - NetworkUDPQueryServer(_network_last_host, _network_last_port); // general data + NetworkTCPQueryServer(_settings_client.network.last_host, _settings_client.network.last_port); // company info + NetworkUDPQueryServer(_settings_client.network.last_host, _settings_client.network.last_port); // general data new NetworkLobbyWindow(&_network_lobby_window_desc, ngl); } @@ -1894,7 +1894,7 @@ struct NetworkCompanyPasswordWindow : public QueryStringBaseWindow { { this->parent = parent; this->afilter = CS_ALPHANUMERAL; - InitializeTextBuffer(&this->text, this->edit_str_buf, min(lengthof(_network_default_company_pass), lengthof(this->edit_str_buf)), 0); + InitializeTextBuffer(&this->text, this->edit_str_buf, min(lengthof(_settings_client.network.default_company_pass), lengthof(this->edit_str_buf)), 0); this->FindWindowPlacementAndResize(desc); } @@ -1902,7 +1902,7 @@ struct NetworkCompanyPasswordWindow : public QueryStringBaseWindow { void OnOk() { if (this->IsWidgetLowered(NCPWW_SAVE_AS_DEFAULT_PASSWORD)) { - snprintf(_network_default_company_pass, lengthof(_network_default_company_pass), "%s", this->edit_str_buf); + snprintf(_settings_client.network.default_company_pass, lengthof(_settings_client.network.default_company_pass), "%s", this->edit_str_buf); } /* empty password is a '*' because of console argument */ diff --git a/src/network/network_internal.h b/src/network/network_internal.h index 753cce206..d38e8bcc0 100644 --- a/src/network/network_internal.h +++ b/src/network/network_internal.h @@ -130,11 +130,7 @@ VARDEF NetworkGameInfo _network_game_info; VARDEF NetworkPlayerInfo _network_player_info[MAX_PLAYERS]; VARDEF NetworkClientInfo _network_client_info[MAX_CLIENT_INFO]; -VARDEF char _network_player_name[NETWORK_CLIENT_NAME_LENGTH]; -VARDEF char _network_default_ip[NETWORK_HOSTNAME_LENGTH]; - VARDEF uint16 _network_own_client_index; -VARDEF char _network_unique_id[NETWORK_UNIQUE_ID_LENGTH]; // Our own unique ID VARDEF uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode VARDEF uint32 _frame_counter_max; // To where we may go with our clients @@ -144,26 +140,11 @@ VARDEF uint32 _last_sync_frame; // Used in the server to store the last time a s // networking settings VARDEF uint32 _broadcast_list[MAX_INTERFACES + 1]; -VARDEF uint16 _network_server_port; -/* We use bind_ip and bind_ip_host, where bind_ip_host is the readable form of - bind_ip_host, and bind_ip the numeric value, because we want a nice number - in the openttd.cfg, but we wants to use the uint32 internally.. */ VARDEF uint32 _network_server_bind_ip; -VARDEF char _network_server_bind_ip_host[NETWORK_HOSTNAME_LENGTH]; VARDEF bool _is_network_server; // Does this client wants to be a network-server? -VARDEF char _network_server_name[NETWORK_NAME_LENGTH]; -VARDEF char _network_server_password[NETWORK_PASSWORD_LENGTH]; -VARDEF char _network_rcon_password[NETWORK_PASSWORD_LENGTH]; -VARDEF char _network_default_company_pass[NETWORK_PASSWORD_LENGTH]; - -VARDEF uint16 _network_max_join_time; ///< Time a client can max take to join -VARDEF bool _network_pause_on_join; ///< Pause the game when a client tries to join (more chance of succeeding join) VARDEF uint16 _redirect_console_to_client; -VARDEF uint16 _network_sync_freq; -VARDEF uint8 _network_frame_freq; - VARDEF uint32 _sync_seed_1, _sync_seed_2; VARDEF uint32 _sync_frame; VARDEF bool _network_first_time; @@ -173,27 +154,16 @@ VARDEF uint8 _network_join_waiting; VARDEF uint16 _network_join_kbytes; VARDEF uint16 _network_join_kbytes_total; -VARDEF char _network_last_host[NETWORK_HOSTNAME_LENGTH]; -VARDEF short _network_last_port; VARDEF uint32 _network_last_host_ip; VARDEF uint8 _network_reconnect; VARDEF bool _network_udp_server; VARDEF uint16 _network_udp_broadcast; -VARDEF byte _network_lan_internet; - VARDEF bool _network_need_advertise; VARDEF uint32 _network_last_advertise_frame; VARDEF uint8 _network_advertise_retries; -VARDEF bool _network_autoclean_companies; -VARDEF uint8 _network_autoclean_unprotected; // Remove a company after X months -VARDEF uint8 _network_autoclean_protected; // Unprotect a company after X months - -VARDEF Year _network_restart_game_year; // If this year is reached, the server automaticly restarts -VARDEF uint8 _network_min_players; // Minimum number of players for game to unpause - void NetworkTCPQueryServer(const char* host, unsigned short port); byte NetworkSpectatorCount(); diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp index 6d0f26ff5..7052ff887 100644 --- a/src/network/network_server.cpp +++ b/src/network/network_server.cpp @@ -230,7 +230,7 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_NEED_PASSWORD)(NetworkTCPSocketHandl Packet *p = NetworkSend_Init(PACKET_SERVER_NEED_PASSWORD); p->Send_uint8(type); p->Send_uint32(_settings_game.game_creation.generation_seed); - p->Send_string(_network_unique_id); + p->Send_string(_settings_client.network.network_id); cs->Send_Packet(p); } @@ -255,7 +255,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WELCOME) p = NetworkSend_Init(PACKET_SERVER_WELCOME); p->Send_uint16(cs->index); p->Send_uint32(_settings_game.game_creation.generation_seed); - p->Send_string(_network_unique_id); + p->Send_string(_settings_client.network.network_id); cs->Send_Packet(p); // Transmit info about all the active clients @@ -800,7 +800,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK) } } - if (_network_pause_on_join) { + if (_settings_client.network.pause_on_join) { /* Now pause the game till the client is in sync */ DoCommandP(0, 1, 0, NULL, CMD_PAUSE); @@ -1021,7 +1021,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ACK) /* Now he is! Unpause the game */ cs->status = STATUS_ACTIVE; - if (_network_pause_on_join) { + if (_settings_client.network.pause_on_join) { DoCommandP(0, 0, 0, NULL, CMD_PAUSE); NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused (client connected)", NETWORK_SERVER_INDEX); } @@ -1365,7 +1365,7 @@ void NetworkUpdateClientInfo(uint16 client_index) /* Check if we want to restart the map */ static void NetworkCheckRestartMap() { - if (_network_restart_game_year != 0 && _cur_year >= _network_restart_game_year) { + if (_settings_client.network.restart_game_year != 0 && _cur_year >= _settings_client.network.restart_game_year) { DEBUG(net, 0, "Auto-restarting map. Year %d reached", _cur_year); StartNewGameWithoutGUI(GENERATE_NEW_SEED); @@ -1384,7 +1384,7 @@ static void NetworkAutoCleanCompanies() const Player *p; bool clients_in_company[MAX_PLAYERS]; - if (!_network_autoclean_companies) return; + if (!_settings_client.network.autoclean_companies) return; memset(clients_in_company, 0, sizeof(clients_in_company)); @@ -1409,13 +1409,13 @@ static void NetworkAutoCleanCompanies() _network_player_info[p->index].months_empty++; /* Is the company empty for autoclean_unprotected-months, and is there no protection? */ - if (_network_player_info[p->index].months_empty > _network_autoclean_unprotected && _network_player_info[p->index].password[0] == '\0') { + if (_network_player_info[p->index].months_empty > _settings_client.network.autoclean_unprotected && _network_player_info[p->index].password[0] == '\0') { /* Shut the company down */ DoCommandP(0, 2, p->index, NULL, CMD_PLAYER_CTRL); IConsolePrintF(CC_DEFAULT, "Auto-cleaned company #%d", p->index + 1); } /* Is the compnay empty for autoclean_protected-months, and there is a protection? */ - if (_network_player_info[p->index].months_empty > _network_autoclean_protected && _network_player_info[p->index].password[0] != '\0') { + if (_network_player_info[p->index].months_empty > _settings_client.network.autoclean_protected && _network_player_info[p->index].password[0] != '\0') { /* Unprotect the company */ _network_player_info[p->index].password[0] = '\0'; IConsolePrintF(CC_DEFAULT, "Auto-removed protection from company #%d", p->index+1); @@ -1510,7 +1510,7 @@ void NetworkServer_Tick(bool send_frame) #endif #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME - if (_frame_counter >= _last_sync_frame + _network_sync_freq) { + if (_frame_counter >= _last_sync_frame + _settings_client.network.sync_freq) { _last_sync_frame = _frame_counter; send_sync = true; } @@ -1542,8 +1542,8 @@ void NetworkServer_Tick(bool send_frame) } } else if (cs->status == STATUS_PRE_ACTIVE) { int lag = NetworkCalculateLag(cs); - if (lag > _network_max_join_time) { - IConsolePrintF(CC_ERROR,"Client #%d is dropped because it took longer than %d ticks for him to join", cs->index, _network_max_join_time); + if (lag > _settings_client.network.max_join_time) { + IConsolePrintF(CC_ERROR,"Client #%d is dropped because it took longer than %d ticks for him to join", cs->index, _settings_client.network.max_join_time); NetworkCloseClient(cs); } } else if (cs->status == STATUS_INACTIVE) { diff --git a/src/network/network_udp.cpp b/src/network/network_udp.cpp index d6f0ec092..ef533356b 100644 --- a/src/network/network_udp.cpp +++ b/src/network/network_udp.cpp @@ -428,7 +428,7 @@ static void NetworkUDPBroadCast(NetworkUDPSocketHandler *socket) struct sockaddr_in out_addr; out_addr.sin_family = AF_INET; - out_addr.sin_port = htons(_network_server_port); + out_addr.sin_port = htons(_settings_client.network.server_port); out_addr.sin_addr.s_addr = _broadcast_list[i]; DEBUG(net, 4, "[udp] broadcasting to %s", inet_ntoa(out_addr.sin_addr)); @@ -535,7 +535,7 @@ void NetworkUDPRemoveAdvertise() Packet p(PACKET_UDP_SERVER_UNREGISTER); /* Packet is: Version, server_port */ p.Send_uint8 (NETWORK_MASTER_SERVER_VERSION); - p.Send_uint16(_network_server_port); + p.Send_uint16(_settings_client.network.server_port); _udp_master_socket->SendPacket(&p, &out_addr); } @@ -584,7 +584,7 @@ void NetworkUDPAdvertise() /* Packet is: WELCOME_MESSAGE, Version, server_port */ p.Send_string(NETWORK_MASTER_SERVER_WELCOME_MESSAGE); p.Send_uint8 (NETWORK_MASTER_SERVER_VERSION); - p.Send_uint16(_network_server_port); + p.Send_uint16(_settings_client.network.server_port); _udp_master_socket->SendPacket(&p, &out_addr); } diff --git a/src/openttd.cpp b/src/openttd.cpp index bc5fdfb92..f4328dcfc 100644 --- a/src/openttd.cpp +++ b/src/openttd.cpp @@ -485,8 +485,8 @@ int ttd_main(int argc, char *argv[]) if (_cur_resolution[1] == 0) _cur_resolution[1] = 1; #if defined(ENABLE_NETWORK) - if (dedicated_host) snprintf(_network_server_bind_ip_host, NETWORK_HOSTNAME_LENGTH, "%s", dedicated_host); - if (dedicated_port) _network_server_port = dedicated_port; + if (dedicated_host) snprintf(_settings_client.network.server_bind_ip, sizeof(_settings_client.network.server_bind_ip), "%s", dedicated_host); + if (dedicated_port) _settings_client.network.server_port = dedicated_port; if (_dedicated_forks && !dedicated) _dedicated_forks = false; #endif /* ENABLE_NETWORK */ @@ -680,8 +680,8 @@ static void MakeNewGameDone() #ifdef ENABLE_NETWORK /* We are the server, we start a new player (not dedicated), * so set the default password *if* needed. */ - if (_network_server && !StrEmpty(_network_default_company_pass)) { - char *password = _network_default_company_pass; + if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) { + char *password = _settings_client.network.default_company_pass; NetworkChangeCompanyPassword(1, &password); } #endif /* ENABLE_NETWORK */ @@ -822,7 +822,7 @@ void SwitchMode(int new_mode) /* But not if we are going to the menu */ if (new_mode != SM_MENU) { /* check if we should reload the config */ - if (_network_reload_cfg) { + if (_settings_client.network.reload_cfg) { LoadFromConfig(); _settings_game = _settings_newgame; ResetGRFConfig(false); @@ -1102,7 +1102,7 @@ void GameLoop() if (_network_reconnect > 0 && --_network_reconnect == 0) { /* This means that we want to reconnect to the last host * We do this here, because it means that the network is really closed */ - NetworkClientConnectGame(_network_last_host, _network_last_port); + NetworkClientConnectGame(_settings_client.network.last_host, _settings_client.network.last_port); } /* Singleplayer */ StateGameLoop(); diff --git a/src/players.cpp b/src/players.cpp index b5675fd67..d8ea6a6e9 100644 --- a/src/players.cpp +++ b/src/players.cpp @@ -865,8 +865,8 @@ CommandCost CmdPlayerCtrl(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) assert(_local_player == PLAYER_SPECTATOR); SetLocalPlayer(p->index); #ifdef ENABLE_NETWORK - if (!StrEmpty(_network_default_company_pass)) { - char *password = _network_default_company_pass; + if (!StrEmpty(_settings_client.network.default_company_pass)) { + char *password = _settings_client.network.default_company_pass; NetworkChangeCompanyPassword(1, &password); } #endif /* ENABLE_NETWORK */ diff --git a/src/settings.cpp b/src/settings.cpp index 797020cd7..58d8a79a3 100644 --- a/src/settings.cpp +++ b/src/settings.cpp @@ -1501,33 +1501,33 @@ static const SettingDescGlobVarList _misc_settings[] = { #ifdef ENABLE_NETWORK static const SettingDescGlobVarList _network_settings[] = { - SDTG_VAR("sync_freq", SLE_UINT16,C|S,0, _network_sync_freq, 100, 0, 100, 0, STR_NULL, NULL), - SDTG_VAR("frame_freq", SLE_UINT8,C|S,0, _network_frame_freq, 0, 0, 100, 0, STR_NULL, NULL), - SDTG_VAR("max_join_time", SLE_UINT16, S, 0, _network_max_join_time, 500, 0, 32000, 0, STR_NULL, NULL), - SDTG_BOOL("pause_on_join", S, 0, _network_pause_on_join, true, STR_NULL, NULL), - SDTG_STR("server_bind_ip", SLE_STRB, S, 0, _network_server_bind_ip_host, "0.0.0.0", STR_NULL, NULL), - SDTG_VAR("server_port", SLE_UINT16, S, 0, _network_server_port, NETWORK_DEFAULT_PORT, 0, 65535, 0, STR_NULL, NULL), - SDTG_BOOL("server_advertise", S, 0, _network_advertise, false, STR_NULL, NULL), - SDTG_VAR("lan_internet", SLE_UINT8, S, 0, _network_lan_internet, 0, 0, 1, 0, STR_NULL, NULL), - SDTG_STR("player_name", SLE_STRB, S, 0, _network_player_name, NULL, STR_NULL, NULL), - SDTG_STR("server_password", SLE_STRB, S, 0, _network_server_password, NULL, STR_NULL, NULL), - SDTG_STR("rcon_password", SLE_STRB, S, 0, _network_rcon_password, NULL, STR_NULL, NULL), - SDTG_STR("default_company_pass", SLE_STRB, S, 0, _network_default_company_pass, NULL, STR_NULL, NULL), - SDTG_STR("server_name", SLE_STRB, S, 0, _network_server_name, NULL, STR_NULL, NULL), - SDTG_STR("connect_to_ip", SLE_STRB, S, 0, _network_default_ip, NULL, STR_NULL, NULL), - SDTG_STR("network_id", SLE_STRB, S, 0, _network_unique_id, NULL, STR_NULL, NULL), - SDTG_BOOL("autoclean_companies", S, 0, _network_autoclean_companies, false, STR_NULL, NULL), - SDTG_VAR("autoclean_unprotected",SLE_UINT8, S, 0, _network_autoclean_unprotected,12, 0, 60, 0, STR_NULL, NULL), - SDTG_VAR("autoclean_protected", SLE_UINT8, S, 0, _network_autoclean_protected, 36, 0, 180, 0, STR_NULL, NULL), - SDTG_VAR("max_companies", SLE_UINT8, S, 0, _network_game_info.companies_max, 8, 1, MAX_PLAYERS, 0, STR_NULL, NULL), - SDTG_VAR("max_clients", SLE_UINT8, S, 0, _network_game_info.clients_max, 10, 2, MAX_CLIENTS, 0, STR_NULL, NULL), - SDTG_VAR("max_spectators", SLE_UINT8, S, 0, _network_game_info.spectators_max, 10, 0, MAX_CLIENTS, 0, STR_NULL, NULL), - SDTG_VAR("restart_game_year", SLE_INT32, S,D0, _network_restart_game_year, 0, MIN_YEAR, MAX_YEAR, 1, STR_NULL, NULL), - SDTG_VAR("min_players", SLE_UINT8, S, 0, _network_min_players, 0, 0, 10, 0, STR_NULL, NULL), - SDTG_OMANY("server_lang", SLE_UINT8, S, 0, _network_game_info.server_lang, 0, 35, "ANY|ENGLISH|GERMAN|FRENCH|BRAZILIAN|BULGARIAN|CHINESE|CZECH|DANISH|DUTCH|ESPERANTO|FINNISH|HUNGARIAN|ICELANDIC|ITALIAN|JAPANESE|KOREAN|LITHUANIAN|NORWEGIAN|POLISH|PORTUGUESE|ROMANIAN|RUSSIAN|SLOVAK|SLOVENIAN|SPANISH|SWEDISH|TURKISH|UKRAINIAN|AFRIKAANS|CROATIAN|CATALAN|ESTONIAN|GALICIAN|GREEK|LATVIAN", STR_NULL, NULL), - SDTG_BOOL("reload_cfg", S, 0, _network_reload_cfg, false, STR_NULL, NULL), - SDTG_STR("last_host", SLE_STRB, S, 0, _network_last_host, "0.0.0.0", STR_NULL, NULL), - SDTG_VAR("last_port", SLE_UINT16, S, 0, _network_last_port, 0, 0, UINT16_MAX, 0, STR_NULL ,NULL), + SDTG_VAR("sync_freq", SLE_UINT16,C|S,0, _settings_client.network.sync_freq, 100, 0, 100, 0, STR_NULL, NULL), + SDTG_VAR("frame_freq", SLE_UINT8,C|S,0, _settings_client.network.frame_freq, 0, 0, 100, 0, STR_NULL, NULL), + SDTG_VAR("max_join_time", SLE_UINT16, S, 0, _settings_client.network.max_join_time, 500, 0, 32000, 0, STR_NULL, NULL), + SDTG_BOOL("pause_on_join", S, 0, _settings_client.network.pause_on_join, true, STR_NULL, NULL), + SDTG_STR("server_bind_ip", SLE_STRB, S, 0, _settings_client.network.server_bind_ip, "0.0.0.0", STR_NULL, NULL), + SDTG_VAR("server_port", SLE_UINT16, S, 0, _settings_client.network.server_port, NETWORK_DEFAULT_PORT, 0, 65535, 0, STR_NULL, NULL), + SDTG_BOOL("server_advertise", S, 0, _settings_client.network.server_advertise, false, STR_NULL, NULL), + SDTG_VAR("lan_internet", SLE_UINT8, S, 0, _settings_client.network.lan_internet, 0, 0, 1, 0, STR_NULL, NULL), + SDTG_STR("player_name", SLE_STRB, S, 0, _settings_client.network.player_name, NULL, STR_NULL, NULL), + SDTG_STR("server_password", SLE_STRB, S, 0, _settings_client.network.server_password, NULL, STR_NULL, NULL), + SDTG_STR("rcon_password", SLE_STRB, S, 0, _settings_client.network.rcon_password, NULL, STR_NULL, NULL), + SDTG_STR("default_company_pass", SLE_STRB, S, 0, _settings_client.network.default_company_pass, NULL, STR_NULL, NULL), + SDTG_STR("server_name", SLE_STRB, S, 0, _settings_client.network.server_name, NULL, STR_NULL, NULL), + SDTG_STR("connect_to_ip", SLE_STRB, S, 0, _settings_client.network.connect_to_ip, NULL, STR_NULL, NULL), + SDTG_STR("network_id", SLE_STRB, S, 0, _settings_client.network.network_id, NULL, STR_NULL, NULL), + SDTG_BOOL("autoclean_companies", S, 0, _settings_client.network.autoclean_companies, false, STR_NULL, NULL), + SDTG_VAR("autoclean_unprotected",SLE_UINT8, S, 0, _settings_client.network.autoclean_unprotected,12, 0, 60, 0, STR_NULL, NULL), + SDTG_VAR("autoclean_protected", SLE_UINT8, S, 0, _settings_client.network.autoclean_protected, 36, 0, 180, 0, STR_NULL, NULL), + SDTG_VAR("max_companies", SLE_UINT8, S, 0, _settings_client.network.max_companies, 8, 1, MAX_PLAYERS, 0, STR_NULL, NULL), + SDTG_VAR("max_clients", SLE_UINT8, S, 0, _settings_client.network.max_clients, 10, 2, MAX_CLIENTS, 0, STR_NULL, NULL), + SDTG_VAR("max_spectators", SLE_UINT8, S, 0, _settings_client.network.max_spectators, 10, 0, MAX_CLIENTS, 0, STR_NULL, NULL), + SDTG_VAR("restart_game_year", SLE_INT32, S,D0, _settings_client.network.restart_game_year, 0, MIN_YEAR, MAX_YEAR, 1, STR_NULL, NULL), + SDTG_VAR("min_players", SLE_UINT8, S, 0, _settings_client.network.min_players, 0, 0, 10, 0, STR_NULL, NULL), + SDTG_OMANY("server_lang", SLE_UINT8, S, 0, _settings_client.network.server_lang, 0, 35, "ANY|ENGLISH|GERMAN|FRENCH|BRAZILIAN|BULGARIAN|CHINESE|CZECH|DANISH|DUTCH|ESPERANTO|FINNISH|HUNGARIAN|ICELANDIC|ITALIAN|JAPANESE|KOREAN|LITHUANIAN|NORWEGIAN|POLISH|PORTUGUESE|ROMANIAN|RUSSIAN|SLOVAK|SLOVENIAN|SPANISH|SWEDISH|TURKISH|UKRAINIAN|AFRIKAANS|CROATIAN|CATALAN|ESTONIAN|GALICIAN|GREEK|LATVIAN", STR_NULL, NULL), + SDTG_BOOL("reload_cfg", S, 0, _settings_client.network.reload_cfg, false, STR_NULL, NULL), + SDTG_STR("last_host", SLE_STRB, S, 0, _settings_client.network.last_host, "0.0.0.0", STR_NULL, NULL), + SDTG_VAR("last_port", SLE_UINT16, S, 0, _settings_client.network.last_port, 0, 0, UINT16_MAX, 0, STR_NULL ,NULL), SDTG_END() }; #endif /* ENABLE_NETWORK */ diff --git a/src/settings_type.h b/src/settings_type.h index b91bed690..c73b60589 100644 --- a/src/settings_type.h +++ b/src/settings_type.h @@ -8,6 +8,7 @@ #include "date_type.h" #include "town_type.h" #include "transport_type.h" +#include "network/core/config.h" /** Settings related to the difficulty of the game */ struct DifficultySettings { @@ -82,6 +83,40 @@ struct GUISettings { byte news_message_timeout; ///< how much longer than the news message "age" should we keep the message in the history }; +/** All settings related to the network. */ +struct NetworkSettings { +#ifdef ENABLE_NETWORK + uint16 sync_freq; + uint8 frame_freq; + uint16 max_join_time; + bool pause_on_join; + char server_bind_ip[NETWORK_HOSTNAME_LENGTH]; + uint16 server_port; + bool server_advertise; + uint8 lan_internet; + char player_name[NETWORK_NAME_LENGTH]; + char server_password[NETWORK_PASSWORD_LENGTH]; + char rcon_password[NETWORK_PASSWORD_LENGTH]; + char default_company_pass[NETWORK_PASSWORD_LENGTH]; + char server_name[NETWORK_NAME_LENGTH]; + char connect_to_ip[NETWORK_HOSTNAME_LENGTH]; + char network_id[NETWORK_UNIQUE_ID_LENGTH]; + bool autoclean_companies; + uint8 autoclean_unprotected; + uint8 autoclean_protected; + uint8 max_companies; + uint8 max_clients; + uint8 max_spectators; + Year restart_game_year; + uint8 min_players; + uint8 server_lang; + bool reload_cfg; + char last_host[NETWORK_HOSTNAME_LENGTH]; + uint16 last_port; +#else /* ENABLE_NETWORK */ +#endif +}; + /** Settings related to the creation of games. */ struct GameCreationSettings { uint32 generation_seed; ///< noise seed for world generation @@ -281,6 +316,7 @@ struct GameSettings { /** All settings that are only important for the local client. */ struct ClientSettings { GUISettings gui; ///< settings related to the GUI + NetworkSettings network; ///< settings related to the network }; /** The current settings for this game. */ |