Changeset - r25307:56a5a942d776
[Not reviewed]
master
0 11 0
Patric Stout - 4 years ago 2021-04-29 10:09:03
truebrain@openttd.org
Codechange: use NetworkAddress instead of two host/port variables where possible

This also means we no longer need last_host/last_port, but can
just use a single last_joined setting.
11 files changed with 112 insertions and 141 deletions:
0 comments (0 inline, 0 general)
src/console_cmds.cpp
Show inline comments
 
@@ -893,15 +893,16 @@ DEF_CONSOLE_CMD(ConNetworkReconnect)
 
			break;
 
	}
 

	
 
	if (StrEmpty(_settings_client.network.last_host)) {
 
	if (StrEmpty(_settings_client.network.last_joined)) {
 
		IConsolePrint(CC_DEFAULT, "No server for reconnecting.");
 
		return true;
 
	}
 

	
 
	/* Don't resolve the address first, just print it directly as it comes from the config file. */
 
	IConsolePrintF(CC_DEFAULT, "Reconnecting to %s:%d...", _settings_client.network.last_host, _settings_client.network.last_port);
 
	IConsolePrintF(CC_DEFAULT, "Reconnecting to %s ...", _settings_client.network.last_joined);
 

	
 
	NetworkClientConnectGame(_settings_client.network.last_host, _settings_client.network.last_port, playas);
 
	NetworkAddress address = ParseConnectionString(_settings_client.network.last_joined, NETWORK_DEFAULT_PORT);
 
	NetworkClientConnectGame(address, playas);
 
	return true;
 
}
 

	
 
@@ -917,18 +918,11 @@ DEF_CONSOLE_CMD(ConNetworkConnect)
 
	if (argc < 2) return false;
 
	if (_networking) NetworkDisconnect(); // we are in network-mode, first close it!
 

	
 
	const char *port = nullptr;
 
	const char *company = nullptr;
 
	char *ip = argv[1];
 
	/* Default settings: default port and new company */
 
	uint16 rport = NETWORK_DEFAULT_PORT;
 
	CompanyID join_as = COMPANY_NEW_COMPANY;
 

	
 
	ParseGameConnectionString(&company, &port, ip);
 
	NetworkAddress address = ParseGameConnectionString(&join_as, argv[1], NETWORK_DEFAULT_PORT);
 

	
 
	IConsolePrintF(CC_DEFAULT, "Connecting to %s...", ip);
 
	if (company != nullptr) {
 
		join_as = (CompanyID)atoi(company);
 
	IConsolePrintF(CC_DEFAULT, "Connecting to %s...", address.GetAddressAsString().c_str());
 
	if (join_as != COMPANY_NEW_COMPANY) {
 
		IConsolePrintF(CC_DEFAULT, "    company-no: %d", join_as);
 

	
 
		/* From a user pov 0 is a new company, internally it's different and all
 
@@ -938,12 +932,8 @@ DEF_CONSOLE_CMD(ConNetworkConnect)
 
			join_as--;
 
		}
 
	}
 
	if (port != nullptr) {
 
		rport = atoi(port);
 
		IConsolePrintF(CC_DEFAULT, "    port: %s", port);
 
	}
 

	
 
	NetworkClientConnectGame(ip, rport, join_as);
 
	NetworkClientConnectGame(address, join_as);
 

	
 
	return true;
 
}
src/network/core/address.cpp
Show inline comments
 
@@ -101,8 +101,8 @@ void NetworkAddress::GetAddressAsString(
 
 */
 
std::string NetworkAddress::GetAddressAsString(bool with_family)
 
{
 
	/* 6 = for the : and 5 for the decimal port number */
 
	char buf[NETWORK_HOSTNAME_LENGTH + 6 + 7];
 
	/* 7 extra are for with_family, which adds " (IPvX)". */
 
	char buf[NETWORK_HOSTNAME_PORT_LENGTH + 7];
 
	this->GetAddressAsString(buf, lastof(buf), with_family);
 
	return buf;
 
}
src/network/core/config.h
Show inline comments
 
@@ -56,6 +56,7 @@ static const byte NETWORK_MASTER_SERVER_
 
static const uint NETWORK_NAME_LENGTH             =   80;         ///< The maximum length of the server name and map name, in bytes including '\0'
 
static const uint NETWORK_COMPANY_NAME_LENGTH     =  128;         ///< The maximum length of the company name, in bytes including '\0'
 
static const uint NETWORK_HOSTNAME_LENGTH         =   80;         ///< The maximum length of the host name, in bytes including '\0'
 
static const uint NETWORK_HOSTNAME_PORT_LENGTH    =   80 + 6;     ///< The maximum length of the host name + port, in bytes including '\0'. The extra six is ":" + port number (with a max of 65536)
 
static const uint NETWORK_SERVER_ID_LENGTH        =   33;         ///< The maximum length of the network id of the servers, in bytes including '\0'
 
static const uint NETWORK_REVISION_LENGTH         =   33;         ///< The maximum length of the revision, in bytes including '\0'
 
static const uint NETWORK_PASSWORD_LENGTH         =   33;         ///< The maximum length of the password, in bytes including '\0' (must be >= NETWORK_SERVER_ID_LENGTH)
src/network/core/tcp_http.cpp
Show inline comments
 
@@ -203,11 +203,7 @@ int NetworkHTTPSocketHandler::HandleHead
 

	
 
	*url = '\0';
 

	
 
	/* Fetch the hostname, and possible port number. */
 
	const char *port = nullptr;
 
	ParseConnectionString(&port, hname);
 

	
 
	NetworkAddress address(hname, port == nullptr ? 80 : atoi(port));
 
	NetworkAddress address = ParseConnectionString(hname, 80);
 

	
 
	/* Restore the URL. */
 
	*url = '/';
src/network/network.cpp
Show inline comments
 
@@ -447,44 +447,14 @@ static void CheckPauseOnJoin()
 
}
 

	
 
/**
 
 * Converts a string to ip/port
 
 *  Format: IP:port
 
 * Converts a string to ip/port/company
 
 *  Format: IP:port#company
 
 *
 
 * connection_string will be re-terminated to separate out the hostname, port will
 
 * be set to the port strings given by the user, inside the memory area originally
 
 * occupied by connection_string.
 
 * occupied by connection_string. Similar for company, if set.
 
 */
 
void ParseConnectionString(const char **port, char *connection_string)
 
{
 
	bool ipv6 = (strchr(connection_string, ':') != strrchr(connection_string, ':'));
 
	for (char *p = connection_string; *p != '\0'; p++) {
 
		switch (*p) {
 
			case '[':
 
				ipv6 = true;
 
				break;
 

	
 
			case ']':
 
				ipv6 = false;
 
				break;
 

	
 
			case ':':
 
				if (ipv6) break;
 
				*port = p + 1;
 
				*p = '\0';
 
				break;
 
		}
 
	}
 
}
 

	
 
/**
 
 * Converts a string to ip/port/company
 
 *  Format: IP:port#company
 
 *
 
 * connection_string will be re-terminated to separate out the hostname, and company and port will
 
 * be set to the company and port strings given by the user, inside the memory area originally
 
 * occupied by connection_string.
 
 */
 
void ParseGameConnectionString(const char **company, const char **port, char *connection_string)
 
void ParseFullConnectionString(const char **company, const char **port, char *connection_string)
 
{
 
	bool ipv6 = (strchr(connection_string, ':') != strrchr(connection_string, ':'));
 
	for (char *p = connection_string; *p != '\0'; p++) {
 
@@ -498,6 +468,7 @@ void ParseGameConnectionString(const cha
 
				break;
 

	
 
			case '#':
 
				if (company == nullptr) continue;
 
				*company = p + 1;
 
				*p = '\0';
 
				break;
 
@@ -512,6 +483,51 @@ void ParseGameConnectionString(const cha
 
}
 

	
 
/**
 
 * Convert a string containing either "hostname" or "hostname:ip" to a
 
 * NetworkAddress.
 
 *
 
 * @param connection_string The string to parse.
 
 * @param default_port The default port to set port to if not in connection_string.
 
 * @return A valid NetworkAddress of the parsed information.
 
 */
 
NetworkAddress ParseConnectionString(const char *connection_string, int default_port)
 
{
 
	char internal_connection_string[NETWORK_HOSTNAME_PORT_LENGTH];
 
	strecpy(internal_connection_string, connection_string, lastof(internal_connection_string));
 

	
 
	const char *port = nullptr;
 
	ParseFullConnectionString(nullptr, &port, internal_connection_string);
 

	
 
	int rport = port != nullptr ? atoi(port) : default_port;
 
	return NetworkAddress(internal_connection_string, rport);
 
}
 

	
 
/**
 
 * Convert a string containing either "hostname" or "hostname:ip" to a
 
 * NetworkAddress, where the string can be postfixed with "#company" to
 
 * indicate the requested company.
 
 *
 
 * @param company Pointer to the company variable to set iff indicted.
 
 * @param connection_string The string to parse.
 
 * @param default_port The default port to set port to if not in connection_string.
 
 * @return A valid NetworkAddress of the parsed information.
 
 */
 
NetworkAddress ParseGameConnectionString(CompanyID *company, const char *connection_string, int default_port)
 
{
 
	char internal_connection_string[NETWORK_HOSTNAME_PORT_LENGTH + 4]; // 4 extra for the "#" and company
 
	strecpy(internal_connection_string, connection_string, lastof(internal_connection_string));
 

	
 
	const char *port_s = nullptr;
 
	const char *company_s = nullptr;
 
	ParseFullConnectionString(&company_s, &port_s, internal_connection_string);
 

	
 
	if (company_s != nullptr) *company = (CompanyID)atoi(company_s);
 

	
 
	int port = port_s != nullptr ? atoi(port_s) : default_port;
 
	return NetworkAddress(internal_connection_string, port);
 
}
 

	
 
/**
 
 * Handle the accepting of a connection to the server.
 
 * @param s The socket of the new connection.
 
 * @param address The address of the peer.
 
@@ -616,26 +632,17 @@ void NetworkTCPQueryServer(NetworkAddres
 
	new TCPQueryConnecter(address);
 
}
 

	
 
/* Validates an address entered as a string and adds the server to
 
/**
 
 * Validates an address entered as a string and adds the server to
 
 * the list. If you use this function, the games will be marked
 
 * as manually added. */
 
void NetworkAddServer(const char *b)
 
 * as manually added.
 
 * @param connection_string The IP:port to add to the list.
 
 */
 
void NetworkAddServer(const char *connection_string)
 
{
 
	if (*b != '\0') {
 
		const char *port = nullptr;
 
		char host[NETWORK_HOSTNAME_LENGTH];
 
		uint16 rport;
 
	if (StrEmpty(connection_string)) return;
 

	
 
		strecpy(host, b, lastof(host));
 

	
 
		strecpy(_settings_client.network.connect_to_ip, b, lastof(_settings_client.network.connect_to_ip));
 
		rport = NETWORK_DEFAULT_PORT;
 

	
 
		ParseConnectionString(&port, host);
 
		if (port != nullptr) rport = atoi(port);
 

	
 
		NetworkUDPQueryServer(NetworkAddress(host, rport), true);
 
	}
 
	NetworkUDPQueryServer(ParseConnectionString(connection_string, NETWORK_DEFAULT_PORT), true);
 
}
 

	
 
/**
 
@@ -688,16 +695,13 @@ public:
 

	
 

	
 
/* Used by clients, to connect to a server */
 
void NetworkClientConnectGame(const char *hostname, uint16 port, CompanyID join_as, const char *join_server_password, const char *join_company_password)
 
void NetworkClientConnectGame(NetworkAddress &address, CompanyID join_as, const char *join_server_password, const char *join_company_password)
 
{
 
	if (!_network_available) return;
 

	
 
	if (port == 0) return;
 

	
 
	if (!NetworkValidateClientName()) return;
 

	
 
	strecpy(_settings_client.network.last_host, hostname, lastof(_settings_client.network.last_host));
 
	_settings_client.network.last_port = port;
 
	strecpy(_settings_client.network.last_joined, address.GetAddressAsString(false).c_str(), lastof(_settings_client.network.last_joined));
 

	
 
	_network_join_as = join_as;
 
	_network_join_server_password = join_server_password;
 
	_network_join_company_password = join_company_password;
 
@@ -708,7 +712,7 @@ void NetworkClientConnectGame(const char
 
	_network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
 
	ShowJoinStatusWindow();
 

	
 
	new TCPClientConnecter(NetworkAddress(hostname, port));
 
	new TCPClientConnecter(address);
 
}
 

	
 
static void NetworkInitGameInfo()
 
@@ -1059,13 +1063,12 @@ static void NetworkGenerateServerId()
 
	seprintf(_settings_client.network.network_id, lastof(_settings_client.network.network_id), "%s", hex_output);
 
}
 

	
 
void NetworkStartDebugLog(const char *hostname, uint16 port)
 
void NetworkStartDebugLog(NetworkAddress &address)
 
{
 
	extern SOCKET _debug_socket;  // Comes from debug.c
 

	
 
	DEBUG(net, 0, "Redirecting DEBUG() to %s:%d", hostname, port);
 
	DEBUG(net, 0, "Redirecting DEBUG() to %s", address.GetAddressAsString().c_str());
 

	
 
	NetworkAddress address(hostname, port);
 
	SOCKET s = address.Connect();
 
	if (s == INVALID_SOCKET) {
 
		DEBUG(net, 0, "Failed to open socket for redirection DEBUG()");
src/network/network_func.h
Show inline comments
 
@@ -18,6 +18,7 @@
 
// #define DEBUG_FAILED_DUMP_COMMANDS
 

	
 
#include "network_type.h"
 
#include "core/address.h"
 
#include "../console_type.h"
 
#include "../gfx_type.h"
 
#include "../openttd.h"
 
@@ -45,14 +46,15 @@ void NetworkReboot();
 
void NetworkDisconnect(bool blocking = false, bool close_admins = true);
 
void NetworkGameLoop();
 
void NetworkBackgroundLoop();
 
void ParseConnectionString(const char **port, char *connection_string);
 
void ParseGameConnectionString(const char **company, const char **port, char *connection_string);
 
void NetworkStartDebugLog(const char *hostname, uint16 port);
 
void ParseFullConnectionString(const char **company, const char **port, char *connection_string);
 
NetworkAddress ParseConnectionString(const char *connection_string, int default_port);
 
NetworkAddress ParseGameConnectionString(CompanyID *company, const char *connection_string, int default_port);
 
void NetworkStartDebugLog(NetworkAddress &address);
 
void NetworkPopulateCompanyStats(NetworkCompanyStats *stats);
 

	
 
void NetworkUpdateClientInfo(ClientID client_id);
 
void NetworkClientsToSpectators(CompanyID cid);
 
void NetworkClientConnectGame(const char *hostname, uint16 port, CompanyID join_as, const char *join_server_password = nullptr, const char *join_company_password = nullptr);
 
void NetworkClientConnectGame(NetworkAddress &address, CompanyID join_as, const char *join_server_password = nullptr, const char *join_company_password = nullptr);
 
void NetworkClientRequestMove(CompanyID company, const char *pass = "");
 
void NetworkClientSendRcon(const char *password, const char *command);
 
void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data = 0);
src/network/network_gamelist.cpp
Show inline comments
 
@@ -151,7 +151,7 @@ void NetworkGameListRequery()
 

	
 
		/* item gets mostly zeroed by NetworkUDPQueryServer */
 
		uint8 retries = item->retries;
 
		NetworkUDPQueryServer(NetworkAddress(item->address));
 
		NetworkUDPQueryServer(item->address);
 
		item->retries = (retries >= REFRESH_GAMEINFO_X_REQUERIES) ? 0 : retries;
 
	}
 
}
src/network/network_gui.cpp
Show inline comments
 
@@ -472,7 +472,7 @@ public:
 
		EM_ASM(if (window["openttd_server_list"]) openttd_server_list());
 
#endif
 

	
 
		this->last_joined = NetworkGameListAddItem(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port));
 
		this->last_joined = NetworkGameListAddItem(ParseConnectionString(_settings_client.network.last_joined, NETWORK_DEFAULT_PORT));
 
		this->server = this->last_joined;
 
		if (this->last_joined != nullptr) NetworkUDPQueryServer(this->last_joined->address);
 

	
 
@@ -735,7 +735,7 @@ public:
 
				ShowQueryString(
 
					STR_JUST_RAW_STRING,
 
					STR_NETWORK_SERVER_LIST_ENTER_IP,
 
					NETWORK_HOSTNAME_LENGTH,  // maximum number of characters including '\0'
 
					NETWORK_HOSTNAME_PORT_LENGTH,  // maximum number of characters including '\0'
 
					this, CS_ALPHANUMERAL, QSF_ACCEPT_UNCHANGED);
 
				break;
 

	
 
@@ -745,8 +745,6 @@ public:
 

	
 
			case WID_NG_JOIN: // Join Game
 
				if (this->server != nullptr) {
 
					seprintf(_settings_client.network.last_host, lastof(_settings_client.network.last_host), "%s", this->server->address.GetHostname());
 
					_settings_client.network.last_port = this->server->address.GetPort();
 
					ShowNetworkLobbyWindow(this->server);
 
				}
 
				break;
 
@@ -827,7 +825,10 @@ public:
 

	
 
	void OnQueryTextFinished(char *str) override
 
	{
 
		if (!StrEmpty(str)) NetworkAddServer(str);
 
		if (!StrEmpty(str)) {
 
			strecpy(_settings_client.network.connect_to_ip, str, lastof(_settings_client.network.connect_to_ip));
 
			NetworkAddServer(str);
 
		}
 
	}
 

	
 
	void OnResize() override
 
@@ -1469,22 +1470,22 @@ struct NetworkLobbyWindow : public Windo
 

	
 
			case WID_NL_JOIN:     // Join company
 
				/* Button can be clicked only when it is enabled. */
 
				NetworkClientConnectGame(_settings_client.network.last_host, _settings_client.network.last_port, this->company);
 
				NetworkClientConnectGame(this->server->address, this->company);
 
				break;
 

	
 
			case WID_NL_NEW:      // New company
 
				NetworkClientConnectGame(_settings_client.network.last_host, _settings_client.network.last_port, COMPANY_NEW_COMPANY);
 
				NetworkClientConnectGame(this->server->address, COMPANY_NEW_COMPANY);
 
				break;
 

	
 
			case WID_NL_SPECTATE: // Spectate game
 
				NetworkClientConnectGame(_settings_client.network.last_host, _settings_client.network.last_port, COMPANY_SPECTATOR);
 
				NetworkClientConnectGame(this->server->address, COMPANY_SPECTATOR);
 
				break;
 

	
 
			case WID_NL_REFRESH:  // Refresh
 
				/* Clear the information so removed companies don't remain */
 
				for (auto &company : this->company_info) company = {};
 

	
 
				NetworkTCPQueryServer(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port));
 
				NetworkTCPQueryServer(this->server->address);
 
				break;
 
		}
 
	}
 
@@ -1552,7 +1553,9 @@ static void ShowNetworkLobbyWindow(Netwo
 
	DeleteWindowById(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_START);
 
	DeleteWindowById(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_GAME);
 

	
 
	NetworkTCPQueryServer(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port));
 
	strecpy(_settings_client.network.last_joined, ngl->address.GetAddressAsString(false).c_str(), lastof(_settings_client.network.last_joined));
 

	
 
	NetworkTCPQueryServer(ngl->address);
 

	
 
	new NetworkLobbyWindow(&_network_lobby_window_desc, ngl);
 
}
src/openttd.cpp
Show inline comments
 
@@ -473,29 +473,21 @@ struct AfterNewGRFScan : NewGRFScanCallb
 
		if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
 

	
 
		if (_network_available && network_conn != nullptr) {
 
			const char *port = nullptr;
 
			const char *company = nullptr;
 
			uint16 rport = NETWORK_DEFAULT_PORT;
 
			CompanyID join_as = COMPANY_NEW_COMPANY;
 

	
 
			ParseGameConnectionString(&company, &port, network_conn);
 
			NetworkAddress address = ParseGameConnectionString(&join_as, network_conn, NETWORK_DEFAULT_PORT);
 

	
 
			if (company != nullptr) {
 
				join_as = (CompanyID)atoi(company);
 

	
 
				if (join_as != COMPANY_SPECTATOR) {
 
					join_as--;
 
					if (join_as >= MAX_COMPANIES) {
 
						delete this;
 
						return;
 
					}
 
			if (join_as != COMPANY_NEW_COMPANY && join_as != COMPANY_SPECTATOR) {
 
				join_as--;
 
				if (join_as >= MAX_COMPANIES) {
 
					delete this;
 
					return;
 
				}
 
			}
 
			if (port != nullptr) rport = atoi(port);
 

	
 
			LoadIntroGame();
 
			_switch_mode = SM_NONE;
 
			NetworkClientConnectGame(network_conn, rport, join_as, join_server_password, join_company_password);
 

	
 
			NetworkClientConnectGame(address, join_as, join_server_password, join_company_password);
 
		}
 

	
 
		/* After the scan we're not used anymore. */
 
@@ -585,7 +577,7 @@ int openttd_main(int argc, char *argv[])
 
			SetDebugString("net=6");
 
			if (mgo.opt != nullptr) {
 
				const char *port = nullptr;
 
				ParseConnectionString(&port, mgo.opt);
 
				ParseFullConnectionString(nullptr, &port, mgo.opt);
 
				if (!StrEmpty(mgo.opt)) scanner->dedicated_host = mgo.opt;
 
				if (port != nullptr) scanner->dedicated_port = atoi(port);
 
			}
 
@@ -771,15 +763,8 @@ int openttd_main(int argc, char *argv[])
 
	NetworkStartUp(); // initialize network-core
 

	
 
	if (debuglog_conn != nullptr && _network_available) {
 
		const char *port = nullptr;
 
		uint16 rport;
 

	
 
		rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
 

	
 
		ParseConnectionString(&port, debuglog_conn);
 
		if (port != nullptr) rport = atoi(port);
 

	
 
		NetworkStartDebugLog(debuglog_conn, rport);
 
		NetworkAddress address = ParseConnectionString(debuglog_conn, NETWORK_DEFAULT_DEBUGLOG_PORT);
 
		NetworkStartDebugLog(address);
 
	}
 

	
 
	if (!HandleBootstrap()) {
 
@@ -1491,7 +1476,8 @@ void GameLoop()
 
		if (_network_reconnect > 0 && --_network_reconnect == 0) {
 
			/* This means that we want to reconnect to the last host
 
			 * We do this here, because it means that the network is really closed */
 
			NetworkClientConnectGame(_settings_client.network.last_host, _settings_client.network.last_port, COMPANY_SPECTATOR);
 
			NetworkAddress address = ParseConnectionString(_settings_client.network.last_joined, NETWORK_DEFAULT_PORT);
 
			NetworkClientConnectGame(address, COMPANY_SPECTATOR);
 
		}
 
		/* Singleplayer */
 
		StateGameLoop();
src/settings_type.h
Show inline comments
 
@@ -269,7 +269,7 @@ struct NetworkSettings {
 
	bool   server_advertise;                              ///< advertise the server to the masterserver
 
	char   client_name[NETWORK_CLIENT_NAME_LENGTH];       ///< name of the player (as client)
 
	char   default_company_pass[NETWORK_PASSWORD_LENGTH]; ///< default password for new companies in encrypted form
 
	char   connect_to_ip[NETWORK_HOSTNAME_LENGTH];        ///< default for the "Add server" query
 
	char   connect_to_ip[NETWORK_HOSTNAME_PORT_LENGTH];   ///< default for the "Add server" query
 
	char   network_id[NETWORK_SERVER_ID_LENGTH];          ///< network ID for servers
 
	bool   autoclean_companies;                           ///< automatically remove companies that are not in use
 
	uint8  autoclean_unprotected;                         ///< remove passwordless companies after this many months
 
@@ -281,8 +281,7 @@ struct NetworkSettings {
 
	Year   restart_game_year;                             ///< year the server restarts
 
	uint8  min_active_clients;                            ///< minimum amount of active clients to unpause the game
 
	bool   reload_cfg;                                    ///< reload the config file before restarting
 
	char   last_host[NETWORK_HOSTNAME_LENGTH];            ///< IP address of the last joined server
 
	uint16 last_port;                                     ///< port of the last joined server
 
	char   last_joined[NETWORK_HOSTNAME_PORT_LENGTH];     ///< Last joined server
 
	bool   no_http_content_downloads;                     ///< do not do content downloads over HTTP
 
};
 

	
src/table/settings.ini
Show inline comments
 
@@ -4069,21 +4069,12 @@ def      = false
 
cat      = SC_EXPERT
 

	
 
[SDTC_STR]
 
var      = network.last_host
 
var      = network.last_joined
 
type     = SLE_STRB
 
flags    = SLF_NOT_IN_SAVE | SLF_NO_NETWORK_SYNC
 
def      = """"
 
cat      = SC_EXPERT
 

	
 
[SDTC_VAR]
 
var      = network.last_port
 
type     = SLE_UINT16
 
flags    = SLF_NOT_IN_SAVE | SLF_NO_NETWORK_SYNC
 
def      = 0
 
min      = 0
 
max      = UINT16_MAX
 
cat      = SC_EXPERT
 

	
 
[SDTC_BOOL]
 
var      = network.no_http_content_downloads
 
flags    = SLF_NOT_IN_SAVE | SLF_NO_NETWORK_SYNC
0 comments (0 inline, 0 general)