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Feature: raise the maximum NewGRF limit to 255

pull/9432/head
Patric Stout 2021-05-09 19:07:58 +02:00 committed by Patric Stout
parent 6f0c6fb2ae
commit f4dd2d88c7
3 changed files with 16 additions and 5 deletions

View File

@ -73,9 +73,20 @@ static const uint NETWORK_GRF_NAME_LENGTH = 80; ///< Maxim
/** /**
* Maximum number of GRFs that can be sent. * Maximum number of GRFs that can be sent.
* This limit is reached when PACKET_UDP_SERVER_RESPONSE reaches the maximum size of UDP_MTU bytes. *
* This limit exists to avoid that the SERVER_INFO packet exceeding the
* maximum MTU. At the time of writing this limit is 32767 (TCP_MTU).
*
* In the SERVER_INFO packet is the NetworkGameInfo struct, which is
* 142 bytes + 100 per NewGRF (under the assumption strings are used to
* their max). This brings us to roughly 326 possible NewGRFs. Round it
* down so people don't freak out because they see a weird value, and you
* get the limit: 255.
*
* PS: in case you ever want to raise this number, please be mindful that
* "amount of NewGRFs" in NetworkGameInfo is currently an uint8.
*/ */
static const uint NETWORK_MAX_GRF_COUNT = 62; static const uint NETWORK_MAX_GRF_COUNT = 255;
/** /**
* The number of landscapes in OpenTTD. * The number of landscapes in OpenTTD.

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@ -205,7 +205,7 @@ void ClientNetworkCoordinatorSocketHandler::SendServerUpdate()
Debug(net, 6, "Sending server update to Game Coordinator"); Debug(net, 6, "Sending server update to Game Coordinator");
this->next_update = std::chrono::steady_clock::now() + NETWORK_COORDINATOR_DELAY_BETWEEN_UPDATES; this->next_update = std::chrono::steady_clock::now() + NETWORK_COORDINATOR_DELAY_BETWEEN_UPDATES;
Packet *p = new Packet(PACKET_COORDINATOR_SERVER_UPDATE); Packet *p = new Packet(PACKET_COORDINATOR_SERVER_UPDATE, TCP_MTU);
p->Send_uint8(NETWORK_COORDINATOR_VERSION); p->Send_uint8(NETWORK_COORDINATOR_VERSION);
SerializeNetworkGameInfo(p, GetCurrentNetworkServerGameInfo()); SerializeNetworkGameInfo(p, GetCurrentNetworkServerGameInfo());

View File

@ -354,7 +354,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendClientInfo(NetworkClientIn
/** Send the client information about the server. */ /** Send the client information about the server. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendGameInfo() NetworkRecvStatus ServerNetworkGameSocketHandler::SendGameInfo()
{ {
Packet *p = new Packet(PACKET_SERVER_GAME_INFO); Packet *p = new Packet(PACKET_SERVER_GAME_INFO, TCP_MTU);
SerializeNetworkGameInfo(p, GetCurrentNetworkServerGameInfo()); SerializeNetworkGameInfo(p, GetCurrentNetworkServerGameInfo());
this->SendPacket(p); this->SendPacket(p);
@ -470,7 +470,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode err
/** Send the check for the NewGRFs. */ /** Send the check for the NewGRFs. */
NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGRFCheck() NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGRFCheck()
{ {
Packet *p = new Packet(PACKET_SERVER_CHECK_NEWGRFS); Packet *p = new Packet(PACKET_SERVER_CHECK_NEWGRFS, TCP_MTU);
const GRFConfig *c; const GRFConfig *c;
uint grf_count = 0; uint grf_count = 0;