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authorRubidium <rubidium@openttd.org>2021-07-21 21:41:21 +0200
committerrubidium42 <rubidium42@users.noreply.github.com>2021-07-21 22:28:51 +0200
commitba29edb0b3477f986bbefbf02d7bc619bac182f9 (patch)
treeb58652503983c23bf22b3d6c00eb8b53bdc94416 /src/network
parent9cc706847cc92e8408426c78c3bee575c3323d15 (diff)
downloadopenttd-ba29edb0b3477f986bbefbf02d7bc619bac182f9.tar.xz
Cleanup: remove some references to the old master-server
Diffstat (limited to 'src/network')
-rw-r--r--src/network/core/config.h10
-rw-r--r--src/network/core/game_info.cpp2
-rw-r--r--src/network/network.cpp2
-rw-r--r--src/network/network_gui.cpp2
4 files changed, 2 insertions, 14 deletions
diff --git a/src/network/core/config.h b/src/network/core/config.h
index 10ec070f0..0a6eaa4f7 100644
--- a/src/network/core/config.h
+++ b/src/network/core/config.h
@@ -94,14 +94,4 @@ static const uint NETWORK_GRF_NAME_LENGTH = 80; ///< Maxim
*/
static const uint NETWORK_MAX_GRF_COUNT = 255;
-/**
- * The number of landscapes in OpenTTD.
- * This number must be equal to NUM_LANDSCAPE, but as this number is used
- * within the network code and that the network code is shared with the
- * masterserver/updater, it has to be declared in here too. In network.cpp
- * there is a compile assertion to check that this NUM_LANDSCAPE is equal
- * to NETWORK_NUM_LANDSCAPES.
- */
-static const uint NETWORK_NUM_LANDSCAPES = 4;
-
#endif /* NETWORK_CORE_CONFIG_H */
diff --git a/src/network/core/game_info.cpp b/src/network/core/game_info.cpp
index 85d66807b..ebc78fffc 100644
--- a/src/network/core/game_info.cpp
+++ b/src/network/core/game_info.cpp
@@ -352,7 +352,7 @@ void DeserializeNetworkGameInfo(Packet *p, NetworkGameInfo *info, const GameInfo
info->landscape = p->Recv_uint8 ();
info->dedicated = p->Recv_bool ();
- if (info->landscape >= NETWORK_NUM_LANDSCAPES) info->landscape = 0;
+ if (info->landscape >= NUM_LANDSCAPE) info->landscape = 0;
}
}
diff --git a/src/network/network.cpp b/src/network/network.cpp
index e9ef6300a..3bce6d4d5 100644
--- a/src/network/network.cpp
+++ b/src/network/network.cpp
@@ -78,8 +78,6 @@ uint32 _sync_frame; ///< The frame to perform the sync check.
bool _network_first_time; ///< Whether we have finished joining or not.
CompanyMask _network_company_passworded; ///< Bitmask of the password status of all companies.
-/* Check whether NETWORK_NUM_LANDSCAPES is still in sync with NUM_LANDSCAPE */
-static_assert((int)NETWORK_NUM_LANDSCAPES == (int)NUM_LANDSCAPE);
static_assert((int)NETWORK_COMPANY_NAME_LENGTH == MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH);
/** The amount of clients connected */
diff --git a/src/network/network_gui.cpp b/src/network/network_gui.cpp
index a535962b5..13c1faa0a 100644
--- a/src/network/network_gui.cpp
+++ b/src/network/network_gui.cpp
@@ -483,7 +483,7 @@ public:
this->filter_editbox.cancel_button = QueryString::ACTION_CLEAR;
this->SetFocusedWidget(WID_NG_FILTER);
- /* As the master-server doesn't support "websocket" servers yet, we
+ /* As the Game Coordinator doesn't support "websocket" servers yet, we
* let "os/emscripten/pre.js" hardcode a list of servers people can
* join. This means the serverlist is curated for now, but it is the
* best we can offer. */