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author | rubidium <rubidium@openttd.org> | 2008-05-30 18:20:26 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2008-05-30 18:20:26 +0000 |
commit | 2f3b88ef9a217e911c897de49cc616e73a233b59 (patch) | |
tree | ae098eb73283ba9ab9875b3df24bbe3b5eb7fef1 /src/network/network.cpp | |
parent | e81386476f09997485e7f707f3349685e2140a97 (diff) | |
download | openttd-2f3b88ef9a217e911c897de49cc616e73a233b59.tar.xz |
(svn r13343) -Codechange: reorder/move variable/functions in the network headers so that nothing from the network directory needs to include basically all network headers.
Diffstat (limited to 'src/network/network.cpp')
-rw-r--r-- | src/network/network.cpp | 33 |
1 files changed, 28 insertions, 5 deletions
diff --git a/src/network/network.cpp b/src/network/network.cpp index 77003e6a1..b0ab7a612 100644 --- a/src/network/network.cpp +++ b/src/network/network.cpp @@ -3,7 +3,7 @@ /** @file network.cpp Base functions for networking support. */ #include "../stdafx.h" -#include "network_data.h" +#include "../player_type.h" #ifdef ENABLE_NETWORK @@ -15,6 +15,7 @@ #include "../variables.h" #include "../date_func.h" #include "../newgrf_config.h" +#include "network_internal.h" #include "network_client.h" #include "network_server.h" #include "network_udp.h" @@ -38,7 +39,6 @@ #ifdef DEBUG_DUMP_COMMANDS #include "../core/alloc_func.hpp" #endif /* DEBUG_DUMP_COMMANDS */ - #include "table/strings.h" bool _network_reload_cfg; @@ -46,6 +46,29 @@ bool _network_server; ///< network-server is active bool _network_available; ///< is network mode available? bool _network_dedicated; ///< are we a dedicated server? bool _network_advertise; ///< is the server advertising to the master server? +bool _is_network_server; ///< Does this client wants to be a network-server? +NetworkGameInfo _network_game_info; +NetworkPlayerInfo _network_player_info[MAX_PLAYERS]; +NetworkClientInfo _network_client_info[MAX_CLIENT_INFO]; +uint16 _network_own_client_index; +uint16 _redirect_console_to_client; +bool _network_need_advertise; +uint32 _network_last_advertise_frame; +uint8 _network_reconnect; +char *_network_host_list[10]; +char *_network_ban_list[25]; +uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode +uint32 _frame_counter_max; // To where we may go with our clients +uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients. +uint32 _broadcast_list[MAX_INTERFACES + 1]; +uint32 _network_server_bind_ip; +uint32 _sync_seed_1, _sync_seed_2; +uint32 _sync_frame; +bool _network_first_time; +uint32 _network_last_host_ip; +bool _network_udp_server; +uint16 _network_udp_broadcast; +uint8 _network_advertise_retries; /* Check whether NETWORK_NUM_LANDSCAPES is still in sync with NUM_LANDSCAPE */ assert_compile((int)NETWORK_NUM_LANDSCAPES == (int)NUM_LANDSCAPE); @@ -337,13 +360,13 @@ void CheckMinPlayers() _min_players_paused = true; DoCommandP(0, 1, 0, NULL, CMD_PAUSE); - NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game paused (not enough players)", NETWORK_SERVER_INDEX); + NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game paused (not enough players)", NETWORK_SERVER_INDEX); } else { if (!_min_players_paused) return; _min_players_paused = false; DoCommandP(0, 0, 0, NULL, CMD_PAUSE); - NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused (enough players)", NETWORK_SERVER_INDEX); + NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused (enough players)", NETWORK_SERVER_INDEX); } } @@ -664,7 +687,7 @@ void NetworkCloseClient(NetworkTCPSocketHandler *cs) /* When the client was PRE_ACTIVE, the server was in pause mode, so unpause */ if (cs->status == STATUS_PRE_ACTIVE && _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); + NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused", NETWORK_SERVER_INDEX); } cs->Destroy(); |