forked from mirror/OpenTTD
(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:
@@ -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 */
|
||||
|
Reference in New Issue
Block a user