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author | rubidium <rubidium@openttd.org> | 2009-01-08 14:40:18 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2009-01-08 14:40:18 +0000 |
commit | 427e2d30c538e2edc1e9a570a2bf349b36dc5d75 (patch) | |
tree | aaad012b34556fa555a78f97f1b9ff51be515025 /src/network/network_internal.h | |
parent | 38bd396f9022748b8768a543be5234c46c7d68fa (diff) | |
download | openttd-427e2d30c538e2edc1e9a570a2bf349b36dc5d75.tar.xz |
(svn r14915) -Codechange: unify the receiving and sending of commands, and thus unifying most of the validity checking too.
Diffstat (limited to 'src/network/network_internal.h')
-rw-r--r-- | src/network/network_internal.h | 12 |
1 files changed, 12 insertions, 0 deletions
diff --git a/src/network/network_internal.h b/src/network/network_internal.h index 5512528c3..d3bb63584 100644 --- a/src/network/network_internal.h +++ b/src/network/network_internal.h @@ -16,6 +16,8 @@ #include "core/packet.h" #include "core/tcp.h" +#include "../command_type.h" + /** * If this line is enable, every frame will have a sync test * this is not needed in normal games. Normal is like 1 sync in 100 @@ -129,6 +131,16 @@ void UpdateNetworkGameWindow(bool unselect); bool IsNetworkCompatibleVersion(const char *version); /* From network_command.cpp */ +/** + * Everything we need to know about a command to be able to execute it. + */ +struct CommandPacket : CommandContainer { + CommandPacket *next; ///< the next command packet (if in queue) + CompanyByte company; ///< company that is executing the command + uint32 frame; ///< the frame in which this packet is executed + bool my_cmd; ///< did the command originate from "me" +}; + void NetworkAddCommandQueue(CommandPacket cp, NetworkClientSocket *cs = NULL); void NetworkExecuteLocalCommandQueue(); void NetworkFreeLocalCommandQueue(); |