forked from mirror/OpenTTD
(svn r1026) -Add: [Network] Added unique id, so in network, each client has an
unique id (generated via md5)
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@@ -87,6 +87,7 @@ typedef struct NetworkClientInfo {
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byte client_playas; // As which player is this client playing
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uint32 client_ip; // IP-address of the client (so he can be banned)
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uint16 join_date; // Gamedate the player has joined
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char unique_id[NETWORK_NAME_LENGTH]; // Every play sends an unique id so we can indentify him
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} NetworkClientInfo;
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typedef struct NetworkGameList {
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@@ -125,6 +126,7 @@ VARDEF char _network_player_name[NETWORK_NAME_LENGTH];
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VARDEF char _network_default_ip[NETWORK_HOSTNAME_LENGTH];
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VARDEF uint16 _network_own_client_index;
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VARDEF char _network_unique_id[NETWORK_NAME_LENGTH]; // Our own unique ID
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VARDEF uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode
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VARDEF uint32 _frame_counter_max; // To where we may go with our clients
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