diff options
Diffstat (limited to 'network.h')
-rw-r--r-- | network.h | 15 |
1 files changed, 14 insertions, 1 deletions
@@ -54,6 +54,17 @@ enum { NETWORK_CLIENT_NAME_LENGTH = 25, NETWORK_RCONCOMMAND_LENGTH = 500, + NETWORK_GRF_NAME_LENGTH = 80, ///< Maximum length of the name of a GRF + /* Maximum number of GRFs that can be sent. + * This value is related to number of handles (files) OpenTTD can open. + * This is currently 64 and about 10 are currently used when OpenTTD loads + * without any NewGRFs. Therefore one can only load about 55 NewGRFs, so + * this is not a limit, but rather a way to easily check whether the limit + * imposed by the handle count is reached. Secondly it isn't possible to + * send much more GRF IDs + MD5sums in the PACKET_UDP_SERVER_RESPONSE, due + * to the limited size of UDP packets. */ + NETWORK_MAX_GRF_COUNT = 55, + NETWORK_NUM_LANGUAGES = 4, }; @@ -66,7 +77,8 @@ typedef struct NetworkGameInfo { char server_revision[NETWORK_REVISION_LENGTH]; // The SVN version number the server is using (e.g.: 'r304') // It even shows a SVN version in release-version, so // it is easy to compare if a server is of the correct version - bool compatible; // Can we connect to this server or not? (based on server_revision) + bool version_compatible; // Can we connect to this server or not? (based on server_revision) + bool compatible; // Can we connect to this server or not? (based on server_revision _and_ grf_match byte server_lang; // Language of the server (we should make a nice table for this) byte use_password; // Is set to != 0 if it uses a password char server_password[NETWORK_PASSWORD_LENGTH]; // On the server: the game password, on the client: != "" if server has password @@ -84,6 +96,7 @@ typedef struct NetworkGameInfo { byte map_set; // Graphical set bool dedicated; // Is this a dedicated server? char rcon_password[NETWORK_PASSWORD_LENGTH]; // RCon password for the server. "" if rcon is disabled + struct GRFConfig *grfconfig; // List of NewGRF files required } NetworkGameInfo; typedef struct NetworkPlayerInfo { |