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authorrubidium <rubidium@openttd.org>2010-12-05 14:44:31 +0000
committerrubidium <rubidium@openttd.org>2010-12-05 14:44:31 +0000
commit948cffc930eafe9cbc392c478a379c76dca1286b (patch)
treec2eaaa312893416b195ba4b9b42ead85b515afbf /src/network/network_client.h
parent69766049cee33724746efc4806c0ab0563b051b9 (diff)
downloadopenttd-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.h5
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 {