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author | Darkvater <darkvater@openttd.org> | 2006-01-25 18:11:06 +0000 |
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committer | Darkvater <darkvater@openttd.org> | 2006-01-25 18:11:06 +0000 |
commit | 78fa9c73933a10e052ed9358a73dc1015f49d14b (patch) | |
tree | 2e2b02a496376c4fb097825d484c2c4a6f6f5492 /network.h | |
parent | 42a9353ae2283939609d068725d89ac93f199bcd (diff) | |
download | openttd-78fa9c73933a10e052ed9358a73dc1015f49d14b.tar.xz |
(svn r3427) - Feature: Allow seeing and setting the maximum amount of companies and spectators for a server. This can be changed/viewed during runtime as well in the console.
Diffstat (limited to 'network.h')
-rw-r--r-- | network.h | 41 |
1 files changed, 22 insertions, 19 deletions
@@ -61,25 +61,28 @@ enum { // some fields will be empty on the client (like game_password) by default // and only filled with data a player enters. typedef struct NetworkGameInfo { - char server_name[NETWORK_NAME_LENGTH]; // Server name - char hostname[NETWORK_HOSTNAME_LENGTH]; // Hostname of the server (if any) - char server_revision[NETWORK_REVISION_LENGTH]; // The SVN version number the server is using (e.g.: 'r304') - // It even shows a SVN version in release-version, so - // it is easy to compare if a server is of the correct version - byte server_lang; // Language of the server (we should make a nice table for this) - byte use_password; // Is set to != 0 if it uses a password - char server_password[NETWORK_PASSWORD_LENGTH]; // On the server: the game password, on the client: != "" if server has password - byte clients_max; // Max clients allowed on server - byte clients_on; // Current count of clients on server - byte spectators_on; // How many spectators do we have? - uint16 game_date; // Current date - uint16 start_date; // When the game started - char map_name[NETWORK_NAME_LENGTH]; // Map which is played ["random" for a randomized map] - uint16 map_width; // Map width - uint16 map_height; // Map height - byte map_set; // Graphical set - bool dedicated; // Is this a dedicated server? - char rcon_password[NETWORK_PASSWORD_LENGTH]; // RCon password for the server. "" if rcon is disabled + char server_name[NETWORK_NAME_LENGTH]; // Server name + char hostname[NETWORK_HOSTNAME_LENGTH]; // Hostname of the server (if any) + char server_revision[NETWORK_REVISION_LENGTH]; // The SVN version number the server is using (e.g.: 'r304') + // It even shows a SVN version in release-version, so + // it is easy to compare if a server is of the correct version + byte server_lang; // Language of the server (we should make a nice table for this) + byte use_password; // Is set to != 0 if it uses a password + char server_password[NETWORK_PASSWORD_LENGTH]; // On the server: the game password, on the client: != "" if server has password + byte clients_max; // Max clients allowed on server + byte clients_on; // Current count of clients on server + byte companies_max; // Max companies allowed on server + byte companies_on; // How many started companies do we have + byte spectators_max; // Max spectators allowed on server + byte spectators_on; // How many spectators do we have? + uint16 game_date; // Current date + uint16 start_date; // When the game started + char map_name[NETWORK_NAME_LENGTH]; // Map which is played ["random" for a randomized map] + uint16 map_width; // Map width + uint16 map_height; // Map height + byte map_set; // Graphical set + bool dedicated; // Is this a dedicated server? + char rcon_password[NETWORK_PASSWORD_LENGTH]; // RCon password for the server. "" if rcon is disabled } NetworkGameInfo; typedef struct NetworkPlayerInfo { |