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authorrubidium <rubidium@openttd.org>2008-12-22 20:42:02 +0000
committerrubidium <rubidium@openttd.org>2008-12-22 20:42:02 +0000
commita68766744802ea1c895e9b09f04f966bf71581fa (patch)
tree65572044428ef2134ee1a2265236f37d4b7e5c02
parent4511739377b6d6c64ca88bcb06489bf29f356253 (diff)
downloadopenttd-a68766744802ea1c895e9b09f04f966bf71581fa.tar.xz
(svn r14714) -Codechange: only allocate the company network "state" variables (password/months not used) when needed, i.e. only for servers.
-rw-r--r--src/network/network.cpp12
-rw-r--r--src/network/network_func.h2
2 files changed, 7 insertions, 7 deletions
diff --git a/src/network/network.cpp b/src/network/network.cpp
index 92b002ff6..b48b5535e 100644
--- a/src/network/network.cpp
+++ b/src/network/network.cpp
@@ -36,8 +36,8 @@
#include "../settings_type.h"
#include "../landscape_type.h"
#include "../rev.h"
+#include "../core/alloc_func.hpp"
#ifdef DEBUG_DUMP_COMMANDS
- #include "../core/alloc_func.hpp"
#include "../fileio_func.h"
#endif /* DEBUG_DUMP_COMMANDS */
#include "table/strings.h"
@@ -51,7 +51,7 @@ bool _network_dedicated; ///< are we a dedicated server?
bool _is_network_server; ///< Does this client wants to be a network-server?
NetworkServerGameInfo _network_game_info;
NetworkClientInfo _network_client_info[MAX_CLIENT_INFO];
-NetworkCompanyState _network_company_states[MAX_COMPANIES];
+NetworkCompanyState *_network_company_states = NULL;
ClientID _network_own_client_id;
ClientID _redirect_console_to_client;
bool _network_need_advertise;
@@ -675,6 +675,9 @@ static void NetworkClose()
_networking = false;
_network_server = false;
+
+ free(_network_company_states);
+ _network_company_states = NULL;
}
// Inits the network (cleans sockets and stuff)
@@ -691,7 +694,6 @@ static void NetworkInitialize()
// Clean the client_info memory
memset(&_network_client_info, 0, sizeof(_network_client_info));
- memset(&_network_company_states, 0, sizeof(_network_company_states));
_sync_frame = 0;
_network_first_time = true;
@@ -709,11 +711,8 @@ void NetworkTCPQueryServer(const char* host, unsigned short port)
if (!_network_available) return;
NetworkDisconnect();
-
NetworkInitialize();
- _network_server = false;
-
// Try to connect
_networking = NetworkConnect(host, port);
@@ -836,6 +835,7 @@ bool NetworkServerStart()
_network_udp_server = true;
_network_udp_server = _udp_server_socket->Listen(_network_server_bind_ip, _settings_client.network.server_port, false);
+ _network_company_states = CallocT<NetworkCompanyState>(MAX_COMPANIES);
_network_server = true;
_networking = true;
_frame_counter = 0;
diff --git a/src/network/network_func.h b/src/network/network_func.h
index 0640c8a41..c4c0cd6be 100644
--- a/src/network/network_func.h
+++ b/src/network/network_func.h
@@ -12,7 +12,7 @@
extern NetworkServerGameInfo _network_game_info;
extern NetworkClientInfo _network_client_info[MAX_CLIENT_INFO];
-extern NetworkCompanyState _network_company_states[MAX_COMPANIES];
+extern NetworkCompanyState *_network_company_states;
extern ClientID _network_own_client_id;
extern ClientID _redirect_console_to_client;