(svn r3427) - Feature: Allow seeing and setting the maximum amount of companies and spectators for a server. This can be changed/viewed during runtime as well in the console.
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41
network.h
41
network.h
@@ -61,25 +61,28 @@ enum {
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// some fields will be empty on the client (like game_password) by default
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// and only filled with data a player enters.
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typedef struct NetworkGameInfo {
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char server_name[NETWORK_NAME_LENGTH]; // Server name
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char hostname[NETWORK_HOSTNAME_LENGTH]; // Hostname of the server (if any)
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char server_revision[NETWORK_REVISION_LENGTH]; // The SVN version number the server is using (e.g.: 'r304')
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// It even shows a SVN version in release-version, so
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// it is easy to compare if a server is of the correct version
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byte server_lang; // Language of the server (we should make a nice table for this)
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byte use_password; // Is set to != 0 if it uses a password
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char server_password[NETWORK_PASSWORD_LENGTH]; // On the server: the game password, on the client: != "" if server has password
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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 spectators_on; // How many spectators do we have?
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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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uint16 map_width; // Map width
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uint16 map_height; // Map height
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byte map_set; // Graphical set
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bool dedicated; // Is this a dedicated server?
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char rcon_password[NETWORK_PASSWORD_LENGTH]; // RCon password for the server. "" if rcon is disabled
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char server_name[NETWORK_NAME_LENGTH]; // Server name
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char hostname[NETWORK_HOSTNAME_LENGTH]; // Hostname of the server (if any)
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char server_revision[NETWORK_REVISION_LENGTH]; // The SVN version number the server is using (e.g.: 'r304')
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// It even shows a SVN version in release-version, so
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// it is easy to compare if a server is of the correct version
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byte server_lang; // Language of the server (we should make a nice table for this)
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byte use_password; // Is set to != 0 if it uses a password
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char server_password[NETWORK_PASSWORD_LENGTH]; // On the server: the game password, on the client: != "" if server has password
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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 spectators_max; // Max spectators allowed on server
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byte spectators_on; // How many spectators do we have?
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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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uint16 map_width; // Map width
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uint16 map_height; // Map height
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byte map_set; // Graphical set
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bool dedicated; // Is this a dedicated server?
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char rcon_password[NETWORK_PASSWORD_LENGTH]; // RCon password for the server. "" if rcon is disabled
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} NetworkGameInfo;
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typedef struct NetworkPlayerInfo {
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