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author | rubidium <rubidium@openttd.org> | 2010-12-05 14:44:31 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2010-12-05 14:44:31 +0000 |
commit | 948cffc930eafe9cbc392c478a379c76dca1286b (patch) | |
tree | c2eaaa312893416b195ba4b9b42ead85b515afbf /src/network/network_client.h | |
parent | 69766049cee33724746efc4806c0ab0563b051b9 (diff) | |
download | openttd-948cffc930eafe9cbc392c478a379c76dca1286b.tar.xz |
(svn r21397) -Change/Feature-ish: when getting a savegame from the server, just keep it in memory instead of writing it to a file
Diffstat (limited to 'src/network/network_client.h')
-rw-r--r-- | src/network/network_client.h | 5 |
1 files changed, 2 insertions, 3 deletions
diff --git a/src/network/network_client.h b/src/network/network_client.h index 0f73a6e1c..686b6a3da 100644 --- a/src/network/network_client.h +++ b/src/network/network_client.h @@ -19,9 +19,8 @@ /** Class for handling the client side of the game connection. */ class ClientNetworkGameSocketHandler : public ZeroedMemoryAllocator, public NetworkGameSocketHandler { private: - FILE *download_file; ///< Handle used for downloading the savegame. - char *download_filename; ///< File name of the downloading savegame, so we open the right one. - byte token; ///< The token we need to send back to the server to prove we're the right client. + struct PacketReader *savegame; ///< Packet reader for reading the savegame. + byte token; ///< The token we need to send back to the server to prove we're the right client. /** Status of the connection with the server. */ enum ServerStatus { |