(svn r3500) - Workaround the inaccurate count of spectators/companies that can happen in certain border-cases. For now just dynamically get this value when requested so it is always right. To do properly all player/client creation/destruction needs a hook for networking.

This commit is contained in:
Darkvater
2006-01-31 22:16:15 +00:00
parent bfe7040cde
commit 5502f3bf3d
8 changed files with 40 additions and 40 deletions

View File

@@ -73,9 +73,9 @@ typedef struct NetworkGameInfo {
byte clients_max; // Max clients allowed on server
byte clients_on; // Current count of clients on server
byte companies_max; // Max companies allowed on server
byte companies_on; // How many started companies do we have
byte companies_on; // How many started companies do we have (XXX - disabled for server atm, use ActivePlayerCount())
byte spectators_max; // Max spectators allowed on server
byte spectators_on; // How many spectators do we have?
byte spectators_on; // How many spectators do we have? (XXX - disabled for server atm, use NetworkSpectatorCount())
uint16 game_date; // Current date
uint16 start_date; // When the game started
char map_name[NETWORK_NAME_LENGTH]; // Map which is played ["random" for a randomized map]
@@ -210,6 +210,8 @@ VARDEF uint16 _network_restart_game_date; // If this year is reached, the ser
NetworkGameList *NetworkQueryServer(const char* host, unsigned short port, bool game_info);
byte NetworkSpectatorCount(void);
#endif /* ENABLE_NETWORK */
// Those variables must always be registered!