(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.
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@@ -73,9 +73,9 @@ typedef struct NetworkGameInfo {
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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 companies_on; // How many started companies do we have (XXX - disabled for server atm, use ActivePlayerCount())
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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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byte spectators_on; // How many spectators do we have? (XXX - disabled for server atm, use NetworkSpectatorCount())
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uint16 game_date; // Current date
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uint16 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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@@ -210,6 +210,8 @@ VARDEF uint16 _network_restart_game_date; // If this year is reached, the ser
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NetworkGameList *NetworkQueryServer(const char* host, unsigned short port, bool game_info);
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byte NetworkSpectatorCount(void);
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#endif /* ENABLE_NETWORK */
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// Those variables must always be registered!
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