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authorsignde <signde@openttd.org>2004-09-12 20:15:18 +0000
committersignde <signde@openttd.org>2004-09-12 20:15:18 +0000
commitd6cab2e06d5538321be9d7b9e33822b3ff4ddc5a (patch)
treee4bd2f005e9d018e89ddd10e8323c1e7d1a29702 /network.c
parent7cb5b1954d157e22b76377ad49eda842e895eaf0 (diff)
downloadopenttd-d6cab2e06d5538321be9d7b9e33822b3ff4ddc5a.tar.xz
(svn r221) -Feature: console command and variable hooking
-Fix: added another network.c stub -Consolecommand: "scrollto <tile>" center main view on <tile> [Darkvater] -Consolecommand: "resettile <tile>" force bulldoze <tile> without any checks (DEBUG only) [Darkvater] -Fix: resetengines is hooked to be not available in network games -Codechange: "connect <connectstr>": the connect command now uses a connectionstring like the network-gui -Fix: Direct Connect editbox can handle up to max ~35 characters [Darkvater]
Diffstat (limited to 'network.c')
-rw-r--r--network.c34
1 files changed, 4 insertions, 30 deletions
diff --git a/network.c b/network.c
index 2b0de4066..6c4089d9d 100644
--- a/network.c
+++ b/network.c
@@ -202,8 +202,6 @@ static int _num_clients;
// keep a history of the 16 most recent seeds to be able to capture out of sync errors.
static uint32 _my_seed_list[16][2];
static bool _network_ready_sent;
-static uint16 _network_ready_ahead = 1;
-static uint16 _network_client_timeout;
static uint32 _frame_fsync_last;
typedef struct FutureSeeds {
@@ -1348,28 +1346,6 @@ void NetworkStartSync(bool fcreset)
memset(_my_seed_list, 0, sizeof(_my_seed_list));
}
-// ********************************* //
-// * Network Core Console Commands * //
-// ********************************* //
-
-static _iconsole_var * NetworkConsoleCmdConnect(byte argc, byte* argv[], byte argt[])
-{
- if (argc<2) return NULL;
-
- if (argc == 2) {
- IConsolePrintF(_iconsole_color_default, "connecting to %s",argv[1]);
- NetworkCoreConnectGame(argv[1],_network_server_port);
- } else if (argc == 3) {
- IConsolePrintF(_iconsole_color_default, "connecting to %s on port %s",argv[1],argv[2]);
- NetworkCoreConnectGame(argv[1],atoi(argv[2]));
- } else if (argc == 4) {
- IConsolePrintF(_iconsole_color_default, "connecting to %s on port %s as player %s",argv[1],argv[2],argv[3]);
- _network_playas = atoi(argv[3]);
- NetworkCoreConnectGame(argv[1],atoi(argv[2]));
- }
- return NULL;
-}
-
// ************************** //
// * UDP Network Extensions * //
// ************************** //
@@ -1587,8 +1563,9 @@ void NetworkIPListInit()
void NetworkCoreInit()
{
DEBUG(net, 3) ("[NET][Core] init()");
- _network_available=true;
- _network_client_timeout=300;
+ _network_available = true;
+ _network_client_timeout = 300;
+ _network_ready_ahead = 1;
// [win32] winsock startup
@@ -1644,10 +1621,6 @@ void NetworkCoreInit()
DEBUG(net, 3) ("[NET][Core] OK: multiplayer available");
// initiate network ip list
NetworkIPListInit();
- IConsoleCmdRegister("connect",NetworkConsoleCmdConnect);
- IConsoleVarRegister("net_client_timeout",&_network_client_timeout,ICONSOLE_VAR_UINT16);
- IConsoleVarRegister("net_ready_ahead",&_network_ready_ahead,ICONSOLE_VAR_UINT16);
- IConsoleVarRegister("net_sync_freq",&_network_sync_freq,ICONSOLE_VAR_UINT16);
} else
DEBUG(net, 3) ("[NET][Core] FAILED: multiplayer not available");
}
@@ -1938,6 +1911,7 @@ void NetworkGameListFromLAN() {};
void NetworkGameListFromInternet() {};
void NetworkGameFillDefaults() {};
NetworkGameList * NetworkGameListItem(uint16 index) {return NULL;};
+bool NetworkCoreConnectGameStruct(NetworkGameList * item) {return false;};
void NetworkGameChangeDate(uint16 newdate) {};
#endif