diff options
-rw-r--r-- | src/network/core/config.h | 10 | ||||
-rw-r--r-- | src/network/core/game_info.cpp | 2 | ||||
-rw-r--r-- | src/network/network.cpp | 2 | ||||
-rw-r--r-- | src/network/network_gui.cpp | 2 |
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. */ |