Merge branch 'master' into jgrpp-beta
# Conflicts: # src/console_cmds.cpp # src/debug.cpp # src/lang/vietnamese.txt # src/network/core/address.cpp # src/network/core/address.h # src/network/core/config.h # src/network/core/os_abstraction.cpp # src/network/core/os_abstraction.h # src/network/core/tcp_listen.h # src/network/core/udp.cpp # src/network/core/udp.h # src/network/network.cpp # src/network/network_client.cpp # src/network/network_gamelist.cpp # src/network/network_server.cpp # src/network/network_udp.cpp # src/newgrf.cpp # src/openttd.cpp # src/saveload/saveload.h # src/settings.cpp # src/settings_table.cpp # src/settings_type.h # src/table/settings/network_settings.ini
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@@ -14,7 +14,7 @@
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#include "economy_type.h"
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#include "town_type.h"
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#include "transport_type.h"
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#include "network/core/config.h"
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#include "network/network_type.h"
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#include "company_type.h"
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#include "cargotype.h"
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#include "linkgraph/linkgraph_type.h"
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@@ -318,27 +318,30 @@ struct NewsSettings {
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/** All settings related to the network. */
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struct NetworkSettings {
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uint16 sync_freq; ///< how often do we check whether we are still in-sync
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uint8 frame_freq; ///< how often do we send commands to the clients
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uint16 commands_per_frame; ///< how many commands may be sent each frame_freq frames?
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uint16 max_commands_in_queue; ///< how many commands may there be in the incoming queue before dropping the connection?
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uint16 bytes_per_frame; ///< how many bytes may, over a long period, be received per frame?
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uint16 bytes_per_frame_burst; ///< how many bytes may, over a short period, be received?
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uint16 max_init_time; ///< maximum amount of time, in game ticks, a client may take to initiate joining
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uint16 max_join_time; ///< maximum amount of time, in game ticks, a client may take to sync up during joining
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uint16 max_download_time; ///< maximum amount of time, in game ticks, a client may take to download the map
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uint16 max_password_time; ///< maximum amount of time, in game ticks, a client may take to enter the password
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uint16 max_lag_time; ///< maximum amount of time, in game ticks, a client may be lagging behind the server
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bool pause_on_join; ///< pause the game when people join
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uint16 server_port; ///< port the server listens on
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uint16 server_admin_port; ///< port the server listens on for the admin network
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bool server_admin_chat; ///< allow private chat for the server to be distributed to the admin network
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uint16 sync_freq; ///< how often do we check whether we are still in-sync
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uint8 frame_freq; ///< how often do we send commands to the clients
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uint16 commands_per_frame; ///< how many commands may be sent each frame_freq frames?
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uint16 max_commands_in_queue; ///< how many commands may there be in the incoming queue before dropping the connection?
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uint16 bytes_per_frame; ///< how many bytes may, over a long period, be received per frame?
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uint16 bytes_per_frame_burst; ///< how many bytes may, over a short period, be received?
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uint16 max_init_time; ///< maximum amount of time, in game ticks, a client may take to initiate joining
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uint16 max_join_time; ///< maximum amount of time, in game ticks, a client may take to sync up during joining
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uint16 max_download_time; ///< maximum amount of time, in game ticks, a client may take to download the map
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uint16 max_password_time; ///< maximum amount of time, in game ticks, a client may take to enter the password
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uint16 max_lag_time; ///< maximum amount of time, in game ticks, a client may be lagging behind the server
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bool pause_on_join; ///< pause the game when people join
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uint16 server_port; ///< port the server listens on
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uint16 server_admin_port; ///< port the server listens on for the admin network
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bool server_admin_chat; ///< allow private chat for the server to be distributed to the admin network
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ServerGameType server_game_type; ///< Server type: local / public / invite-only.
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std::string server_invite_code; ///< Invite code to use when registering as server.
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std::string server_invite_code_secret; ///< Secret to proof we got this invite code from the Game Coordinator.
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std::string server_name; ///< name of the server
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std::string server_password; ///< password for joining this server
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std::string rcon_password; ///< password for rconsole (server side)
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std::string admin_password; ///< password for the admin network
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std::string settings_password; ///< password for game settings (server side)
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bool server_advertise; ///< advertise the server to the masterserver
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bool server_advertise; ///< Advertise the server to the game coordinator.
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std::string client_name; ///< name of the player (as client)
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std::string default_company_pass; ///< default password for new companies in encrypted form
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std::string connect_to_ip; ///< default for the "Add server" query
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