From 0bd907e88df535a11483b5bdcb5763a5fce0cbf5 Mon Sep 17 00:00:00 2001 From: dominik Date: Sun, 22 Aug 2004 10:23:37 +0000 Subject: (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 --- variables.h | 14 +++++++++----- 1 file changed, 9 insertions(+), 5 deletions(-) (limited to 'variables.h') 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? -- cgit v1.2.3-54-g00ecf