(svn r1194) Feature: You can now add and remove servers from the server list. Those will be remembered until you delete them by pressing the Delete key.

This commit is contained in:
dominik
2004-12-20 22:14:39 +00:00
parent 3bbea05a93
commit 7cfaa8a418
9 changed files with 107 additions and 24 deletions

View File

@@ -101,6 +101,7 @@ typedef struct NetworkGameList {
uint32 ip;
uint16 port;
bool online; // False if the server did not respond (default status)
bool manually; // True if the server was added manually
struct NetworkGameList *next;
} NetworkGameList;
@@ -132,7 +133,7 @@ VARDEF NetworkClientInfo _network_client_info[MAX_CLIENT_INFO];
VARDEF char _network_player_name[NETWORK_NAME_LENGTH];
VARDEF char _network_default_ip[NETWORK_HOSTNAME_LENGTH];
#define MAX_SAVED_SERVERS 10
VARDEF char *_network_server_list[MAX_SAVED_SERVERS];
VARDEF char *_network_host_list[MAX_SAVED_SERVERS];
VARDEF uint16 _network_own_client_index;
VARDEF char _network_unique_id[NETWORK_NAME_LENGTH]; // Our own unique ID
@@ -194,5 +195,7 @@ VARDEF byte _network_playas; // an id to play as..
void ParseConnectionString(const byte **player, const byte **port, byte *connection_string);
void NetworkUpdateClientInfo(uint16 client_index);
void NetworkAddServer(const byte *b);
void NetworkRebuildHostList();
NetworkGameList *NetworkQueryServer(const byte* host, unsigned short port, bool game_info);
#endif /* NETWORK_H */