Zstd: Use zstd for network joins if supported at both ends
See also: https://github.com/OpenTTD/OpenTTD/pull/8773
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@@ -75,6 +75,7 @@ public:
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uint32 rcon_hash_bits; ///< Rcon password hash entropy bits
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uint32 settings_hash_bits; ///< Settings password hash entropy bits
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bool settings_authed = false;///< Authorised to control all game settings
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bool supports_zstd = false; ///< Client supports zstd compression
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struct PacketWriter *savegame; ///< Writer used to write the savegame.
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NetworkAddress client_address; ///< IP-address of the client (so he can be banned)
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