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https://github.com/OpenTTD/OpenTTD.git
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(svn r106) New network core (by sign_de)
Features: * network core is dynamicly loaded when needed (-n isn't needed anymore) for easy switching between single and multiplayer. But commandline shortcuts are still enabled: -n = autodetect network server -n [ip] = connect to the server * udp now uses 2 different ports - you can run 1 server and serveral clients on one pc - the clients udp-socket gets unloaded when the network game starts - the servers udp-sockets remains online to allow the network gui to detect itself * new gameinfo structure this struct is available for every online/lan game * dynamic NetworkGameList
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@@ -21,16 +21,6 @@ void ShowQueryString(StringID str, StringID caption, int maxlen, int maxwidth, b
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static byte _selected_field;
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char *direct_ip = NULL;
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void ConnectToServer(byte* b)
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{
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_networking = true;
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NetworkInitialize(b);
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DEBUG(misc, 1) ("Connecting to %s %d\n", b, _network_port);
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NetworkConnect(b, _network_port);
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}
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static const StringID _connection_types_dropdown[] = {
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STR_NETWORK_LAN,
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STR_NETWORK_INTERNET,
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@@ -65,7 +55,15 @@ static void NetworkGameWindowWndProc(Window *w, WindowEvent *e)
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case 0: // close X
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case 15: // cancel button
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DeleteWindowById(WC_NETWORK_WINDOW, 0);
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NetworkLobbyShutdown();
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break;
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case 3: // find server automaticaly
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{
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byte *b = "auto";
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NetworkCoreConnectGame(b,_network_server_port);
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}
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break;
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case 4: // connect via direct ip
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{
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StringID str;
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@@ -111,7 +109,7 @@ static void NetworkGameWindowWndProc(Window *w, WindowEvent *e)
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byte *b = e->edittext.str;
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if (*b == 0)
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return;
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ConnectToServer(b);
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NetworkCoreConnectGame(b,_network_server_port);
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} break;
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}
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@@ -159,6 +157,8 @@ void ShowNetworkGameWindow()
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{
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Window *w;
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DeleteWindowById(WC_NETWORK_WINDOW, 0);
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NetworkLobbyInit();
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w = AllocateWindowDesc(&_network_game_window_desc);
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strcpy(_edit_str_buf, "Your name");
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@@ -168,24 +168,9 @@ void ShowNetworkGameWindow()
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WP(w,querystr_d).maxlen = MAX_QUERYSTR_LEN;
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WP(w,querystr_d).maxwidth = 240;
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WP(w,querystr_d).buf = _edit_str_buf;
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ShowErrorMessage(-1, TEMP_STRING_NO_NETWORK, 0, 0);
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// ShowErrorMessage(-1, TEMP_STRING_NO_NETWORK, 0, 0);
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}
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void StartServer()
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{
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_networking = true;
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NetworkInitialize(NULL);
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DEBUG(misc, 1) ("Listening on port %d\n", _network_port);
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NetworkListen(_network_port);
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_networking_server = true;
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DoCommandP(0, 0, 0, NULL, CMD_START_NEW_GAME);
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}
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static const StringID _players_dropdown[] = {
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STR_NETWORK_2_PLAYERS,
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STR_NETWORK_3_PLAYERS,
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@@ -232,8 +217,9 @@ static void NetworkStartServerWindowWndProc(Window *w, WindowEvent *e)
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ShowDropDownMenu(w, _players_dropdown, _opt_mod_ptr->currency, e->click.widget, 0);
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return;
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case 9: // start game
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StartServer();
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NetworkCoreStartGame();
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ShowNetworkLobbyWindow();
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DoCommandP(0, 0, 0, NULL, CMD_START_NEW_GAME);
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break;
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}
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@@ -308,10 +294,6 @@ static void ShowNetworkStartServerWindow()
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WP(w,querystr_d).buf = _edit_str_buf;
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}
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static void NetworkLobbyWindowWndProc(Window *w, WindowEvent *e)
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{
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switch(e->event) {
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