(svn r221) -Feature: console command and variable hooking

-Fix: added another network.c stub
-Consolecommand: "scrollto <tile>" center main view on <tile> [Darkvater]
-Consolecommand: "resettile <tile>" force bulldoze <tile> without any checks (DEBUG only) [Darkvater]
-Fix: resetengines is hooked to be not available in network games
-Codechange: "connect <connectstr>": the connect command now uses a connectionstring like the network-gui
-Fix: Direct Connect editbox can handle up to max ~35 characters [Darkvater]
This commit is contained in:
signde
2004-09-12 20:15:18 +00:00
parent 7cb5b1954d
commit d6cab2e06d
8 changed files with 1296 additions and 1015 deletions

View File

@@ -202,8 +202,6 @@ static int _num_clients;
// keep a history of the 16 most recent seeds to be able to capture out of sync errors.
static uint32 _my_seed_list[16][2];
static bool _network_ready_sent;
static uint16 _network_ready_ahead = 1;
static uint16 _network_client_timeout;
static uint32 _frame_fsync_last;
typedef struct FutureSeeds {
@@ -1348,28 +1346,6 @@ void NetworkStartSync(bool fcreset)
memset(_my_seed_list, 0, sizeof(_my_seed_list));
}
// ********************************* //
// * Network Core Console Commands * //
// ********************************* //
static _iconsole_var * NetworkConsoleCmdConnect(byte argc, byte* argv[], byte argt[])
{
if (argc<2) return NULL;
if (argc == 2) {
IConsolePrintF(_iconsole_color_default, "connecting to %s",argv[1]);
NetworkCoreConnectGame(argv[1],_network_server_port);
} else if (argc == 3) {
IConsolePrintF(_iconsole_color_default, "connecting to %s on port %s",argv[1],argv[2]);
NetworkCoreConnectGame(argv[1],atoi(argv[2]));
} else if (argc == 4) {
IConsolePrintF(_iconsole_color_default, "connecting to %s on port %s as player %s",argv[1],argv[2],argv[3]);
_network_playas = atoi(argv[3]);
NetworkCoreConnectGame(argv[1],atoi(argv[2]));
}
return NULL;
}
// ************************** //
// * UDP Network Extensions * //
// ************************** //
@@ -1587,8 +1563,9 @@ void NetworkIPListInit()
void NetworkCoreInit()
{
DEBUG(net, 3) ("[NET][Core] init()");
_network_available=true;
_network_client_timeout=300;
_network_available = true;
_network_client_timeout = 300;
_network_ready_ahead = 1;
// [win32] winsock startup
@@ -1644,10 +1621,6 @@ void NetworkCoreInit()
DEBUG(net, 3) ("[NET][Core] OK: multiplayer available");
// initiate network ip list
NetworkIPListInit();
IConsoleCmdRegister("connect",NetworkConsoleCmdConnect);
IConsoleVarRegister("net_client_timeout",&_network_client_timeout,ICONSOLE_VAR_UINT16);
IConsoleVarRegister("net_ready_ahead",&_network_ready_ahead,ICONSOLE_VAR_UINT16);
IConsoleVarRegister("net_sync_freq",&_network_sync_freq,ICONSOLE_VAR_UINT16);
} else
DEBUG(net, 3) ("[NET][Core] FAILED: multiplayer not available");
}
@@ -1938,6 +1911,7 @@ void NetworkGameListFromLAN() {};
void NetworkGameListFromInternet() {};
void NetworkGameFillDefaults() {};
NetworkGameList * NetworkGameListItem(uint16 index) {return NULL;};
bool NetworkCoreConnectGameStruct(NetworkGameList * item) {return false;};
void NetworkGameChangeDate(uint16 newdate) {};
#endif