(svn r7759) -Merge: makefile rewrite. This merge features:
- A proper ./configure, so everything needs to be configured only once, not for every make. - Usage of makedepend when available. This greatly reduces the time needed for generating the dependencies. - A generator for all project files. There is a single file with sources, which is used to generate Makefiles and the project files for MSVC. - Proper support for OSX universal binaries. - Object files for non-MSVC compiles are also placed in separate directories, making is faster to switch between debug and release compiles and it does not touch the directory with the source files. - Functionality to make a bundle of all needed files for for example a nightly or distribution of a binary with all needed GRFs and language files. Note: as this merge moves almost all files, it is recommended to make a backup of your working copy before updating your working copy.
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src/network/core/game.h
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47
src/network/core/game.h
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/* $Id$ */
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#ifndef NETWORK_CORE_GAME_H
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#define NETWORK_CORE_GAME_H
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#ifdef ENABLE_NETWORK
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/**
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* @file game.h Information about a game that is sent between a
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* game server, game client and masterserver.
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*/
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/**
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* This is the struct used by both client and server
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* some fields will be empty on the client (like game_password) by default
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* and only filled with data a player enters.
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*/
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typedef struct NetworkGameInfo {
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byte game_info_version; ///< Version of the game info
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char server_name[NETWORK_NAME_LENGTH]; ///< Server name
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char hostname[NETWORK_HOSTNAME_LENGTH]; ///< Hostname of the server (if any)
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char server_revision[NETWORK_REVISION_LENGTH]; ///< The version number the server is using (e.g.: 'r304' or 0.5.0)
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bool version_compatible; ///< Can we connect to this server or not? (based on server_revision)
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bool compatible; ///< Can we connect to this server or not? (based on server_revision _and_ grf_match
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byte server_lang; ///< Language of the server (we should make a nice table for this)
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byte use_password; ///< Is set to != 0 if it uses a password
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char server_password[NETWORK_PASSWORD_LENGTH]; ///< On the server: the game password, on the client: != "" if server has password
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byte clients_max; ///< Max clients allowed on server
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byte clients_on; ///< Current count of clients on server
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byte companies_max; ///< Max companies allowed on server
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byte companies_on; ///< How many started companies do we have
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byte spectators_max; ///< Max spectators allowed on server
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byte spectators_on; ///< How many spectators do we have?
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Date game_date; ///< Current date
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Date start_date; ///< When the game started
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char map_name[NETWORK_NAME_LENGTH]; ///< Map which is played ["random" for a randomized map]
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uint16 map_width; ///< Map width
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uint16 map_height; ///< Map height
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byte map_set; ///< Graphical set
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bool dedicated; ///< Is this a dedicated server?
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char rcon_password[NETWORK_PASSWORD_LENGTH]; ///< RCon password for the server. "" if rcon is disabled
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struct GRFConfig *grfconfig; ///< List of NewGRF files used
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} NetworkGameInfo;
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#endif /* ENABLE_NETWORK */
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#endif /* NETWORK_CORE_GAME_H */
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