(svn r13343) -Codechange: reorder/move variable/functions in the network headers so that nothing from the network directory needs to include basically all network headers.
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@@ -3,7 +3,7 @@
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/** @file network.cpp Base functions for networking support. */
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#include "../stdafx.h"
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#include "network_data.h"
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#include "../player_type.h"
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#ifdef ENABLE_NETWORK
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@@ -15,6 +15,7 @@
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#include "../variables.h"
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#include "../date_func.h"
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#include "../newgrf_config.h"
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#include "network_internal.h"
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#include "network_client.h"
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#include "network_server.h"
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#include "network_udp.h"
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@@ -38,7 +39,6 @@
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#ifdef DEBUG_DUMP_COMMANDS
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#include "../core/alloc_func.hpp"
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#endif /* DEBUG_DUMP_COMMANDS */
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#include "table/strings.h"
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bool _network_reload_cfg;
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@@ -46,6 +46,29 @@ bool _network_server; ///< network-server is active
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bool _network_available; ///< is network mode available?
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bool _network_dedicated; ///< are we a dedicated server?
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bool _network_advertise; ///< is the server advertising to the master server?
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bool _is_network_server; ///< Does this client wants to be a network-server?
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NetworkGameInfo _network_game_info;
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NetworkPlayerInfo _network_player_info[MAX_PLAYERS];
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NetworkClientInfo _network_client_info[MAX_CLIENT_INFO];
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uint16 _network_own_client_index;
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uint16 _redirect_console_to_client;
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bool _network_need_advertise;
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uint32 _network_last_advertise_frame;
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uint8 _network_reconnect;
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char *_network_host_list[10];
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char *_network_ban_list[25];
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uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode
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uint32 _frame_counter_max; // To where we may go with our clients
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uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients.
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uint32 _broadcast_list[MAX_INTERFACES + 1];
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uint32 _network_server_bind_ip;
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uint32 _sync_seed_1, _sync_seed_2;
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uint32 _sync_frame;
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bool _network_first_time;
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uint32 _network_last_host_ip;
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bool _network_udp_server;
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uint16 _network_udp_broadcast;
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uint8 _network_advertise_retries;
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/* Check whether NETWORK_NUM_LANDSCAPES is still in sync with NUM_LANDSCAPE */
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assert_compile((int)NETWORK_NUM_LANDSCAPES == (int)NUM_LANDSCAPE);
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@@ -337,13 +360,13 @@ void CheckMinPlayers()
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_min_players_paused = true;
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DoCommandP(0, 1, 0, NULL, CMD_PAUSE);
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NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game paused (not enough players)", NETWORK_SERVER_INDEX);
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NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game paused (not enough players)", NETWORK_SERVER_INDEX);
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} else {
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if (!_min_players_paused) return;
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_min_players_paused = false;
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DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
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NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused (enough players)", NETWORK_SERVER_INDEX);
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NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused (enough players)", NETWORK_SERVER_INDEX);
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}
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}
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@@ -664,7 +687,7 @@ void NetworkCloseClient(NetworkTCPSocketHandler *cs)
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/* When the client was PRE_ACTIVE, the server was in pause mode, so unpause */
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if (cs->status == STATUS_PRE_ACTIVE && _settings_client.network.pause_on_join) {
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DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
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NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused", NETWORK_SERVER_INDEX);
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NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused", NETWORK_SERVER_INDEX);
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}
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cs->Destroy();
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