(svn r13334) -Codechange: move the network settings variables from network/network_internal to settings.
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@@ -130,11 +130,7 @@ VARDEF NetworkGameInfo _network_game_info;
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VARDEF NetworkPlayerInfo _network_player_info[MAX_PLAYERS];
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VARDEF NetworkClientInfo _network_client_info[MAX_CLIENT_INFO];
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VARDEF char _network_player_name[NETWORK_CLIENT_NAME_LENGTH];
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VARDEF char _network_default_ip[NETWORK_HOSTNAME_LENGTH];
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VARDEF uint16 _network_own_client_index;
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VARDEF char _network_unique_id[NETWORK_UNIQUE_ID_LENGTH]; // Our own unique ID
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VARDEF uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode
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VARDEF uint32 _frame_counter_max; // To where we may go with our clients
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@@ -144,26 +140,11 @@ VARDEF uint32 _last_sync_frame; // Used in the server to store the last time a s
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// networking settings
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VARDEF uint32 _broadcast_list[MAX_INTERFACES + 1];
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VARDEF uint16 _network_server_port;
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/* We use bind_ip and bind_ip_host, where bind_ip_host is the readable form of
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bind_ip_host, and bind_ip the numeric value, because we want a nice number
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in the openttd.cfg, but we wants to use the uint32 internally.. */
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VARDEF uint32 _network_server_bind_ip;
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VARDEF char _network_server_bind_ip_host[NETWORK_HOSTNAME_LENGTH];
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VARDEF bool _is_network_server; // Does this client wants to be a network-server?
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VARDEF char _network_server_name[NETWORK_NAME_LENGTH];
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VARDEF char _network_server_password[NETWORK_PASSWORD_LENGTH];
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VARDEF char _network_rcon_password[NETWORK_PASSWORD_LENGTH];
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VARDEF char _network_default_company_pass[NETWORK_PASSWORD_LENGTH];
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VARDEF uint16 _network_max_join_time; ///< Time a client can max take to join
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VARDEF bool _network_pause_on_join; ///< Pause the game when a client tries to join (more chance of succeeding join)
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VARDEF uint16 _redirect_console_to_client;
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VARDEF uint16 _network_sync_freq;
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VARDEF uint8 _network_frame_freq;
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VARDEF uint32 _sync_seed_1, _sync_seed_2;
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VARDEF uint32 _sync_frame;
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VARDEF bool _network_first_time;
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@@ -173,27 +154,16 @@ VARDEF uint8 _network_join_waiting;
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VARDEF uint16 _network_join_kbytes;
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VARDEF uint16 _network_join_kbytes_total;
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VARDEF char _network_last_host[NETWORK_HOSTNAME_LENGTH];
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VARDEF short _network_last_port;
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VARDEF uint32 _network_last_host_ip;
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VARDEF uint8 _network_reconnect;
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VARDEF bool _network_udp_server;
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VARDEF uint16 _network_udp_broadcast;
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VARDEF byte _network_lan_internet;
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VARDEF bool _network_need_advertise;
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VARDEF uint32 _network_last_advertise_frame;
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VARDEF uint8 _network_advertise_retries;
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VARDEF bool _network_autoclean_companies;
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VARDEF uint8 _network_autoclean_unprotected; // Remove a company after X months
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VARDEF uint8 _network_autoclean_protected; // Unprotect a company after X months
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VARDEF Year _network_restart_game_year; // If this year is reached, the server automaticly restarts
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VARDEF uint8 _network_min_players; // Minimum number of players for game to unpause
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void NetworkTCPQueryServer(const char* host, unsigned short port);
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byte NetworkSpectatorCount();
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