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author | rubidium <rubidium@openttd.org> | 2010-12-05 14:45:52 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2010-12-05 14:45:52 +0000 |
commit | 02b3bc57d5cf6336343fd9dda09469221275bb35 (patch) | |
tree | e4da6130b31032bf7679eb6aef2a34f723a669ad /src/network/network_server.h | |
parent | 948cffc930eafe9cbc392c478a379c76dca1286b (diff) | |
download | openttd-02b3bc57d5cf6336343fd9dda09469221275bb35.tar.xz |
(svn r21398) -Change/Feature-ish: when making a savegame to send to a client, don't write it to disk but create the packets immediately
Diffstat (limited to 'src/network/network_server.h')
-rw-r--r-- | src/network/network_server.h | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/src/network/network_server.h b/src/network/network_server.h index 89d94a3cc..3f6e51526 100644 --- a/src/network/network_server.h +++ b/src/network/network_server.h @@ -72,6 +72,9 @@ public: CommandQueue outgoing_queue; ///< The command-queue awaiting delivery int receive_limit; ///< Amount of bytes that we can receive at this moment + Packet *savegame_packets; ///< Packet queue of the savegame; send these "slowly" to the client. + struct PacketWriter *savegame; ///< Writer used to write the savegame. + ServerNetworkGameSocketHandler(SOCKET s); ~ServerNetworkGameSocketHandler(); |