Remove: old server announcement to Master Server

As we now use the Game Coordinator for announcements, there is no
longer a need to use the Master Server for this.
This commit is contained in:
Patric Stout
2021-04-29 16:11:44 +02:00
committed by Patric Stout
parent aa93d76223
commit 61fdef8457
5 changed files with 3 additions and 171 deletions

View File

@@ -61,7 +61,6 @@ bool _is_network_server; ///< Does this client wants to be a network-server?
NetworkCompanyState *_network_company_states = nullptr; ///< Statistics about some companies.
ClientID _network_own_client_id; ///< Our client identifier.
ClientID _redirect_console_to_client; ///< If not invalid, redirect the console output to a client.
bool _network_need_advertise; ///< Whether we need to advertise.
uint8 _network_reconnect; ///< Reconnect timeout
StringList _network_bind_list; ///< The addresses to bind on.
StringList _network_host_list; ///< The servers we know.
@@ -944,10 +943,6 @@ bool NetworkServerStart()
/* if the server is dedicated ... add some other script */
if (_network_dedicated) IConsoleCmdExec("exec scripts/on_dedicated.scr 0");
/* Try to register us to the master server */
_network_need_advertise = true;
NetworkUDPAdvertise();
/* welcome possibly still connected admins - this can only happen on a dedicated server. */
if (_network_dedicated) ServerNetworkAdminSocketHandler::WelcomeAll();
@@ -996,8 +991,6 @@ void NetworkDisconnect(bool blocking, bool close_admins)
}
}
if (_settings_client.network.server_advertise) NetworkUDPRemoveAdvertise(blocking);
CloseWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);
NetworkClose(close_admins);
@@ -1269,7 +1262,6 @@ void NetworkStartUp()
/* Network is available */
_network_available = NetworkCoreInitialize();
_network_dedicated = false;
_network_need_advertise = true;
/* Generate an server id when there is none yet */
if (_settings_client.network.network_id.empty()) NetworkGenerateServerId();