summaryrefslogtreecommitdiff
path: root/variables.h
diff options
context:
space:
mode:
authordominik <dominik@openttd.org>2004-08-22 10:23:37 +0000
committerdominik <dominik@openttd.org>2004-08-22 10:23:37 +0000
commit0bd907e88df535a11483b5bdcb5763a5fce0cbf5 (patch)
treeba05804e536e0dfe9e8f04ff59eca4cecbea04e5 /variables.h
parentb2340212c393d2488b8554dccafb9ab56e00dee5 (diff)
downloadopenttd-0bd907e88df535a11483b5bdcb5763a5fce0cbf5.tar.xz
(svn r106) New network core (by sign_de)
Features: * network core is dynamicly loaded when needed (-n isn't needed anymore) for easy switching between single and multiplayer. But commandline shortcuts are still enabled: -n = autodetect network server -n [ip] = connect to the server * udp now uses 2 different ports - you can run 1 server and serveral clients on one pc - the clients udp-socket gets unloaded when the network game starts - the servers udp-sockets remains online to allow the network gui to detect itself * new gameinfo structure this struct is available for every online/lan game * dynamic NetworkGameList
Diffstat (limited to 'variables.h')
-rw-r--r--variables.h14
1 files changed, 9 insertions, 5 deletions
diff --git a/variables.h b/variables.h
index e2a353ac4..21e60e71d 100644
--- a/variables.h
+++ b/variables.h
@@ -218,14 +218,16 @@ VARDEF int32 _frame_counter_max; // for networking, this is the frame that we ar
VARDEF int32 _frame_counter_srv; // for networking, this is the last known framecounter of the server. it is always less than frame_counter_max.
// networking settings
-VARDEF uint _network_port;
+VARDEF bool _network_available; // is network mode available?
+VARDEF uint32 _network_ip_list[10]; // Network IPs
+VARDEF uint16 _network_game_count;
+
+VARDEF uint _network_client_port;
+VARDEF uint _network_server_port;
+
VARDEF uint _network_sync_freq;
VARDEF uint _network_ahead_frames;
-VARDEF uint32 _network_ip_list[10]; // Network IPs
-VARDEF char * _network_detected_serverip; // UDP Broadcast detected Server
-VARDEF uint32 _network_detected_serverport; // UDP Broadcast detected server-port
-
VARDEF uint32 _sync_seed_1, _sync_seed_2;
VARDEF bool _is_ai_player; // current player is an AI player? - Can be removed if new AI is done
@@ -283,6 +285,8 @@ VARDEF SmallFiosItem _file_to_saveload;
VARDEF byte _make_screenshot;
VARDEF bool _networking;
+VARDEF bool _networking_override; // dont shutdown network core when the GameMenu appears.
+
VARDEF bool _networking_sync; // if we use network mode and the games must stay in sync.
VARDEF bool _networking_server;
VARDEF bool _networking_queuing; // queueing only?