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Location: cpp/openttd-patchpack/source/src/network/network_func.h - annotation
r10116:be292ddefbc7
2.5 KiB
text/x-c
(svn r14300) -Update: WebTranslator2 update to 2008-09-12 17:41:59
brazilian_portuguese - 13 fixed by tucalipe (13)
catalan - 12 fixed by arnaullv (12)
danish - 9 fixed, 7 changed by ThomasA (16)
dutch - 1 changed by habell (1)
estonian - 5 fixed by kristjans (5)
galician - 98 fixed, 6 changed by Condex (104)
german - 7 fixed, 83 changed by sulai (69), dih (21)
korean - 12 fixed by leejaeuk5 (12)
romanian - 20 fixed by kneekoo (20)
slovenian - 5 fixed by Necrolyte (5)
brazilian_portuguese - 13 fixed by tucalipe (13)
catalan - 12 fixed by arnaullv (12)
danish - 9 fixed, 7 changed by ThomasA (16)
dutch - 1 changed by habell (1)
estonian - 5 fixed by kristjans (5)
galician - 98 fixed, 6 changed by Condex (104)
german - 7 fixed, 83 changed by sulai (69), dih (21)
korean - 12 fixed by leejaeuk5 (12)
romanian - 20 fixed by kneekoo (20)
slovenian - 5 fixed by Necrolyte (5)
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/** @file network_internal.h Variables and function used internally. */
#ifndef NETWORK_FUNC_H
#define NETWORK_FUNC_H
#ifdef ENABLE_NETWORK
#include "network_type.h"
#include "../console_type.h"
extern NetworkServerGameInfo _network_game_info;
extern NetworkPlayerInfo _network_player_info[MAX_PLAYERS];
extern NetworkClientInfo _network_client_info[MAX_CLIENT_INFO];
extern uint16 _network_own_client_index;
extern uint16 _redirect_console_to_client;
extern bool _network_need_advertise;
extern uint32 _network_last_advertise_frame;
extern uint8 _network_reconnect;
extern char *_network_host_list[10];
extern char *_network_ban_list[25];
byte NetworkSpectatorCount();
void CheckMinPlayers();
void NetworkUpdatePlayerName();
bool NetworkCompanyHasPlayers(PlayerID company);
bool NetworkChangeCompanyPassword(byte argc, char *argv[]);
void NetworkReboot();
void NetworkDisconnect();
void NetworkGameLoop();
void NetworkUDPGameLoop();
void NetworkUDPCloseAll();
void ParseConnectionString(const char **player, const char **port, char *connection_string);
void NetworkStartDebugLog(const char *hostname, uint16 port);
void NetworkPopulateCompanyInfo();
void NetworkUpdateClientInfo(uint16 client_index);
bool NetworkClientConnectGame(const char *host, uint16 port);
void NetworkClientSendRcon(const char *password, const char *command);
void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg);
void NetworkClientSetPassword();
/*** Commands ran by the server ***/
void NetworkServerMonthlyLoop();
void NetworkServerYearlyLoop();
void NetworkServerChangeOwner(PlayerID current_player, PlayerID new_player);
void NetworkServerShowStatusToConsole();
bool NetworkServerStart();
NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index);
NetworkClientInfo *NetworkFindClientInfoFromIP(const char *ip);
const char* GetPlayerIP(const NetworkClientInfo *ci);
void NetworkServerSendRcon(uint16 client_index, ConsoleColour colour_code, const char *string);
void NetworkServerSendError(uint16 client_index, NetworkErrorCode error);
void NetworkServerSendChat(NetworkAction action, DestType type, int dest, const char *msg, uint16 from_index);
void NetworkInitChatMessage();
void CDECL NetworkAddChatMessage(uint16 color, uint8 duration, const char *message, ...);
void NetworkUndrawChatMessage();
void NetworkChatMessageDailyLoop();
#define FOR_ALL_ACTIVE_CLIENT_INFOS(ci) for (ci = _network_client_info; ci != endof(_network_client_info); ci++) if (ci->client_index != NETWORK_EMPTY_INDEX)
#endif /* ENABLE_NETWORK */
#endif /* NETWORK_FUNC_H */
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