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authorrubidium <rubidium@openttd.org>2010-12-05 14:45:52 +0000
committerrubidium <rubidium@openttd.org>2010-12-05 14:45:52 +0000
commit02b3bc57d5cf6336343fd9dda09469221275bb35 (patch)
treee4da6130b31032bf7679eb6aef2a34f723a669ad /src/network/network_server.h
parent948cffc930eafe9cbc392c478a379c76dca1286b (diff)
downloadopenttd-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.h3
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();