mirror of https://github.com/OpenTTD/OpenTTD
Remove: "map_name" from server announcements / listing
The idea back in the days was nice, but it never resulted in anything useful. Most servers either read "(loaded game)" or "Random Map", neither being useful. It was meant for heightmaps, so you could find a server that was using a specific one .. but there are many things wrong with that idea. Mostly, servers tend to save and load savegames from time to time, after which the original heightmap used was lost. All in all, removing map_name all together is just better.pull/9053/head
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17d00537a1
commit
f4bd3fff5e
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@ -22,7 +22,6 @@
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* be sent to the clients.
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*/
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struct NetworkServerGameInfo {
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char map_name[NETWORK_NAME_LENGTH]; ///< Map which is played ["random" for a randomized map]
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byte clients_on; ///< Current count of clients on server
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};
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@ -205,7 +205,7 @@ void NetworkUDPSocketHandler::SendNetworkGameInfo(Packet *p, const NetworkGameIn
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p->Send_uint8 (info->clients_max);
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p->Send_uint8 (info->clients_on);
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p->Send_uint8 (info->spectators_on);
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p->Send_string(info->map_name);
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p->Send_string(""); // Used to be map-name.
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p->Send_uint16(info->map_width);
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p->Send_uint16(info->map_height);
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p->Send_uint8 (info->map_set);
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@ -275,7 +275,7 @@ void NetworkUDPSocketHandler::ReceiveNetworkGameInfo(Packet *p, NetworkGameInfo
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info->game_date = p->Recv_uint16() + DAYS_TILL_ORIGINAL_BASE_YEAR;
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info->start_date = p->Recv_uint16() + DAYS_TILL_ORIGINAL_BASE_YEAR;
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}
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p->Recv_string(info->map_name, sizeof(info->map_name));
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while (p->Recv_uint8() != 0) {} // Used to contain the map-name.
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info->map_width = p->Recv_uint16();
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info->map_height = p->Recv_uint16();
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info->map_set = p->Recv_uint8 ();
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@ -170,7 +170,7 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendWelcome()
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p->Send_string(GetNetworkRevisionString());
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p->Send_bool (_network_dedicated);
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p->Send_string(_network_game_info.map_name);
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p->Send_string(""); // Used to be map-name.
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p->Send_uint32(_settings_game.game_creation.generation_seed);
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p->Send_uint8 (_settings_game.game_creation.landscape);
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p->Send_uint32(ConvertYMDToDate(_settings_game.game_creation.starting_year, 0, 1));
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@ -628,7 +628,6 @@ public:
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DrawString(r.left + WD_FRAMERECT_LEFT, r.right - WD_FRAMERECT_RIGHT, r.top + 6, STR_NETWORK_SERVER_LIST_GAME_INFO, TC_FROMSTRING, SA_HOR_CENTER);
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DrawString(r.left + WD_FRAMERECT_LEFT, r.right - WD_FRAMERECT_RIGHT, r.top + 6 + 4 + FONT_HEIGHT_NORMAL, sel->info.server_name, TC_ORANGE, SA_HOR_CENTER); // game name
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DrawString(r.left + WD_FRAMERECT_LEFT, r.right - WD_FRAMERECT_RIGHT, r.top + 6 + 8 + 2 * FONT_HEIGHT_NORMAL, sel->info.map_name, TC_BLACK, SA_HOR_CENTER); // map name
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uint16 y = r.top + detail_height + 4;
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@ -190,7 +190,6 @@ void ServerNetworkUDPSocketHandler::Receive_CLIENT_FIND_SERVER(Packet *p, Networ
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ngi.dedicated = _network_dedicated;
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ngi.grfconfig = _grfconfig;
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strecpy(ngi.map_name, _network_game_info.map_name, lastof(ngi.map_name));
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strecpy(ngi.server_name, _settings_client.network.server_name, lastof(ngi.server_name));
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strecpy(ngi.server_revision, GetNetworkRevisionString(), lastof(ngi.server_revision));
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@ -1048,9 +1048,6 @@ void SwitchToMode(SwitchMode new_mode)
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case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
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case SM_NEWGAME: // New Game --> 'Random game'
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if (_network_server) {
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seprintf(_network_game_info.map_name, lastof(_network_game_info.map_name), "Random Map");
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}
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MakeNewGame(false, new_mode == SM_NEWGAME);
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break;
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@ -1073,18 +1070,12 @@ void SwitchToMode(SwitchMode new_mode)
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IConsoleCmdExec("exec scripts/game_start.scr 0");
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/* Decrease pause counter (was increased from opening load dialog) */
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DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
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if (_network_server) {
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seprintf(_network_game_info.map_name, lastof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
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}
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}
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break;
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}
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case SM_RESTART_HEIGHTMAP: // Load a heightmap and start a new game from it with current settings
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case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
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if (_network_server) {
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seprintf(_network_game_info.map_name, lastof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
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}
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MakeNewGame(true, new_mode == SM_START_HEIGHTMAP);
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break;
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