From 948cffc930eafe9cbc392c478a379c76dca1286b Mon Sep 17 00:00:00 2001 From: rubidium Date: Sun, 5 Dec 2010 14:44:31 +0000 Subject: (svn r21397) -Change/Feature-ish: when getting a savegame from the server, just keep it in memory instead of writing it to a file --- src/network/network_client.h | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) (limited to 'src/network/network_client.h') diff --git a/src/network/network_client.h b/src/network/network_client.h index 0f73a6e1c..686b6a3da 100644 --- a/src/network/network_client.h +++ b/src/network/network_client.h @@ -19,9 +19,8 @@ /** Class for handling the client side of the game connection. */ class ClientNetworkGameSocketHandler : public ZeroedMemoryAllocator, public NetworkGameSocketHandler { private: - FILE *download_file; ///< Handle used for downloading the savegame. - char *download_filename; ///< File name of the downloading savegame, so we open the right one. - byte token; ///< The token we need to send back to the server to prove we're the right client. + struct PacketReader *savegame; ///< Packet reader for reading the savegame. + byte token; ///< The token we need to send back to the server to prove we're the right client. /** Status of the connection with the server. */ enum ServerStatus { -- cgit v1.2.3-54-g00ecf