(svn r21397) -Change/Feature-ish: when getting a savegame from the server, just keep it in memory instead of writing it to a file
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@@ -19,9 +19,8 @@
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/** Class for handling the client side of the game connection. */
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class ClientNetworkGameSocketHandler : public ZeroedMemoryAllocator, public NetworkGameSocketHandler {
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private:
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FILE *download_file; ///< Handle used for downloading the savegame.
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char *download_filename; ///< File name of the downloading savegame, so we open the right one.
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byte token; ///< The token we need to send back to the server to prove we're the right client.
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struct PacketReader *savegame; ///< Packet reader for reading the savegame.
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byte token; ///< The token we need to send back to the server to prove we're the right client.
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/** Status of the connection with the server. */
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enum ServerStatus {
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