diff options
Diffstat (limited to 'src/network/network_internal.h')
-rw-r--r-- | src/network/network_internal.h | 30 |
1 files changed, 0 insertions, 30 deletions
diff --git a/src/network/network_internal.h b/src/network/network_internal.h index 753cce206..d38e8bcc0 100644 --- a/src/network/network_internal.h +++ b/src/network/network_internal.h @@ -130,11 +130,7 @@ VARDEF NetworkGameInfo _network_game_info; VARDEF NetworkPlayerInfo _network_player_info[MAX_PLAYERS]; VARDEF NetworkClientInfo _network_client_info[MAX_CLIENT_INFO]; -VARDEF char _network_player_name[NETWORK_CLIENT_NAME_LENGTH]; -VARDEF char _network_default_ip[NETWORK_HOSTNAME_LENGTH]; - VARDEF uint16 _network_own_client_index; -VARDEF char _network_unique_id[NETWORK_UNIQUE_ID_LENGTH]; // Our own unique ID VARDEF uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode VARDEF uint32 _frame_counter_max; // To where we may go with our clients @@ -144,26 +140,11 @@ VARDEF uint32 _last_sync_frame; // Used in the server to store the last time a s // networking settings VARDEF uint32 _broadcast_list[MAX_INTERFACES + 1]; -VARDEF uint16 _network_server_port; -/* We use bind_ip and bind_ip_host, where bind_ip_host is the readable form of - bind_ip_host, and bind_ip the numeric value, because we want a nice number - in the openttd.cfg, but we wants to use the uint32 internally.. */ VARDEF uint32 _network_server_bind_ip; -VARDEF char _network_server_bind_ip_host[NETWORK_HOSTNAME_LENGTH]; VARDEF bool _is_network_server; // Does this client wants to be a network-server? -VARDEF char _network_server_name[NETWORK_NAME_LENGTH]; -VARDEF char _network_server_password[NETWORK_PASSWORD_LENGTH]; -VARDEF char _network_rcon_password[NETWORK_PASSWORD_LENGTH]; -VARDEF char _network_default_company_pass[NETWORK_PASSWORD_LENGTH]; - -VARDEF uint16 _network_max_join_time; ///< Time a client can max take to join -VARDEF bool _network_pause_on_join; ///< Pause the game when a client tries to join (more chance of succeeding join) VARDEF uint16 _redirect_console_to_client; -VARDEF uint16 _network_sync_freq; -VARDEF uint8 _network_frame_freq; - VARDEF uint32 _sync_seed_1, _sync_seed_2; VARDEF uint32 _sync_frame; VARDEF bool _network_first_time; @@ -173,27 +154,16 @@ VARDEF uint8 _network_join_waiting; VARDEF uint16 _network_join_kbytes; VARDEF uint16 _network_join_kbytes_total; -VARDEF char _network_last_host[NETWORK_HOSTNAME_LENGTH]; -VARDEF short _network_last_port; VARDEF uint32 _network_last_host_ip; VARDEF uint8 _network_reconnect; VARDEF bool _network_udp_server; VARDEF uint16 _network_udp_broadcast; -VARDEF byte _network_lan_internet; - VARDEF bool _network_need_advertise; VARDEF uint32 _network_last_advertise_frame; VARDEF uint8 _network_advertise_retries; -VARDEF bool _network_autoclean_companies; -VARDEF uint8 _network_autoclean_unprotected; // Remove a company after X months -VARDEF uint8 _network_autoclean_protected; // Unprotect a company after X months - -VARDEF Year _network_restart_game_year; // If this year is reached, the server automaticly restarts -VARDEF uint8 _network_min_players; // Minimum number of players for game to unpause - void NetworkTCPQueryServer(const char* host, unsigned short port); byte NetworkSpectatorCount(); |