(svn r14725) -Change: make it clearer why (and that) MAX_CLIENTS isn't the amount of slots in the array, but one less as a dedicated server takes a slot too.
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@@ -50,7 +50,7 @@ bool _network_available; ///< is network mode available?
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bool _network_dedicated; ///< are we a dedicated server?
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bool _is_network_server; ///< Does this client wants to be a network-server?
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NetworkServerGameInfo _network_game_info;
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NetworkClientInfo _network_client_info[MAX_CLIENT_INFO];
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NetworkClientInfo _network_client_info[MAX_CLIENT_SLOTS];
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NetworkCompanyState *_network_company_states = NULL;
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ClientID _network_own_client_id;
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ClientID _redirect_console_to_client;
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@@ -827,9 +827,9 @@ static void NetworkInitGameInfo()
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_network_game_info.clients_on = _network_dedicated ? 0 : 1;
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_network_game_info.start_date = ConvertYMDToDate(_settings_game.game_creation.starting_year, 0, 1);
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// We use _network_client_info[MAX_CLIENT_INFO - 1] to store the server-data in it
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// We use _network_client_info[MAX_CLIENT_SLOTS - 1] to store the server-data in it
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// The client identifier is CLIENT_ID_SERVER ( = 1)
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ci = &_network_client_info[MAX_CLIENT_INFO - 1];
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ci = &_network_client_info[MAX_CLIENT_SLOTS - 1];
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memset(ci, 0, sizeof(*ci));
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ci->client_id = CLIENT_ID_SERVER;
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