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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
This commit is contained in:
dominik
2004-08-22 10:23:37 +00:00
parent b2340212c3
commit 0bd907e88d
9 changed files with 691 additions and 278 deletions

View File

@@ -218,14 +218,16 @@ VARDEF int32 _frame_counter_max; // for networking, this is the frame that we ar
VARDEF int32 _frame_counter_srv; // for networking, this is the last known framecounter of the server. it is always less than frame_counter_max.
// networking settings
VARDEF uint _network_port;
VARDEF bool _network_available; // is network mode available?
VARDEF uint32 _network_ip_list[10]; // Network IPs
VARDEF uint16 _network_game_count;
VARDEF uint _network_client_port;
VARDEF uint _network_server_port;
VARDEF uint _network_sync_freq;
VARDEF uint _network_ahead_frames;
VARDEF uint32 _network_ip_list[10]; // Network IPs
VARDEF char * _network_detected_serverip; // UDP Broadcast detected Server
VARDEF uint32 _network_detected_serverport; // UDP Broadcast detected server-port
VARDEF uint32 _sync_seed_1, _sync_seed_2;
VARDEF bool _is_ai_player; // current player is an AI player? - Can be removed if new AI is done
@@ -283,6 +285,8 @@ VARDEF SmallFiosItem _file_to_saveload;
VARDEF byte _make_screenshot;
VARDEF bool _networking;
VARDEF bool _networking_override; // dont shutdown network core when the GameMenu appears.
VARDEF bool _networking_sync; // if we use network mode and the games must stay in sync.
VARDEF bool _networking_server;
VARDEF bool _networking_queuing; // queueing only?