(svn r11357) -Fix: NetworkUniqueID could be 80 chars, while the max size we generate is 32. So reduce the size a bit. Pointed out by dihedral, so give him a big hug ;)
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@@ -71,7 +71,7 @@ struct NetworkClientInfo {
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PlayerID client_playas; // As which player is this client playing (PlayerID)
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uint32 client_ip; // IP-address of the client (so he can be banned)
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Date join_date; // Gamedate the player has joined
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char unique_id[NETWORK_NAME_LENGTH]; // Every play sends an unique id so we can indentify him
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char unique_id[NETWORK_UNIQUE_ID_LENGTH]; // Every play sends an unique id so we can indentify him
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};
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enum NetworkJoinStatus {
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@@ -127,7 +127,7 @@ VARDEF char _network_player_name[NETWORK_CLIENT_NAME_LENGTH];
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VARDEF char _network_default_ip[NETWORK_HOSTNAME_LENGTH];
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VARDEF uint16 _network_own_client_index;
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VARDEF char _network_unique_id[NETWORK_NAME_LENGTH]; // Our own unique ID
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VARDEF char _network_unique_id[NETWORK_UNIQUE_ID_LENGTH]; // Our own unique ID
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VARDEF uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode
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VARDEF uint32 _frame_counter_max; // To where we may go with our clients
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