(svn r1162) The server list can now be automatically filled from the config file. Add a section [servers] with the addresses each in a new line. Those will be checked upon OpenTTD startup.

This commit is contained in:
dominik
2004-12-18 18:58:03 +00:00
parent b9779176d5
commit 853c11d301
4 changed files with 41 additions and 26 deletions

View File

@@ -707,6 +707,7 @@ void NetworkClose(void)
void NetworkInitialize(void)
{
ClientState *cs;
uint i;
_local_command_queue = NULL;
@@ -730,6 +731,12 @@ void NetworkInitialize(void)
InitPlayerRandoms();
NetworkUDPInitialize();
// add all servers from the config file to our list
for (i=0; i != lengthof(_network_server_list); i++) {
if (_network_server_list[i] == NULL) break;
AddServer(_network_server_list[i]);
}
}
// Query a server to fetch his game-info
@@ -766,6 +773,27 @@ void NetworkQueryServer(const byte* host, unsigned short port, bool game_info)
NetworkDisconnect();
}
// validates an address entered as a string and adds the server to
// the list
void AddServer(byte *b)
{
if (*b != '\0') {
const byte *port = NULL;
const byte *player = NULL;
uint16 rport;
ttd_strlcpy(_network_default_ip, b, lengthof(_network_default_ip));
rport = NETWORK_DEFAULT_PORT;
ParseConnectionString(&player, &port, b);
if (player != NULL) _network_playas = atoi(player);
if (port != NULL) rport = atoi(port);
NetworkQueryServer(b, rport, true);
}
}
// Used by clients, to connect to a server
bool NetworkClientConnectGame(const byte* host, unsigned short port)
{