Changeset - r25854:8c8bc8b61b57
[Not reviewed]
master
0 4 0
Rubidium - 3 years ago 2021-07-21 19:41:21
rubidium@openttd.org
Cleanup: remove some references to the old master-server
4 files changed with 2 insertions and 14 deletions:
0 comments (0 inline, 0 general)
src/network/core/config.h
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@@ -91,17 +91,7 @@ static const uint NETWORK_GRF_NAME_LENGT
 
 *
 
 * PS: in case you ever want to raise this number, please be mindful that
 
 * "amount of NewGRFs" in NetworkGameInfo is currently an uint8.
 
 */
 
static const uint NETWORK_MAX_GRF_COUNT             =   255;
 

	
 
/**
 
 * The number of landscapes in OpenTTD.
 
 * This number must be equal to NUM_LANDSCAPE, but as this number is used
 
 * within the network code and that the network code is shared with the
 
 * masterserver/updater, it has to be declared in here too. In network.cpp
 
 * there is a compile assertion to check that this NUM_LANDSCAPE is equal
 
 * to NETWORK_NUM_LANDSCAPES.
 
 */
 
static const uint NETWORK_NUM_LANDSCAPES            =    4;
 

	
 
#endif /* NETWORK_CORE_CONFIG_H */
src/network/core/game_info.cpp
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@@ -349,13 +349,13 @@ void DeserializeNetworkGameInfo(Packet *
 
			if (game_info_version < 6) while (p->Recv_uint8() != 0) {} // Used to contain the map-name.
 
			info->map_width      = p->Recv_uint16();
 
			info->map_height     = p->Recv_uint16();
 
			info->landscape      = p->Recv_uint8 ();
 
			info->dedicated      = p->Recv_bool  ();
 

	
 
			if (info->landscape >= NETWORK_NUM_LANDSCAPES) info->landscape = 0;
 
			if (info->landscape >= NUM_LANDSCAPE) info->landscape = 0;
 
	}
 
}
 

	
 
/**
 
 * Serializes the GRFIdentifier (GRF ID and MD5 checksum) to the packet
 
 * @param p    the packet to write the data to.
src/network/network.cpp
Show inline comments
 
@@ -75,14 +75,12 @@ uint32 _sync_seed_1;                  //
 
uint32 _sync_seed_2;                  ///< Second part of the seed.
 
#endif
 
uint32 _sync_frame;                   ///< The frame to perform the sync check.
 
bool _network_first_time;             ///< Whether we have finished joining or not.
 
CompanyMask _network_company_passworded; ///< Bitmask of the password status of all companies.
 

	
 
/* Check whether NETWORK_NUM_LANDSCAPES is still in sync with NUM_LANDSCAPE */
 
static_assert((int)NETWORK_NUM_LANDSCAPES == (int)NUM_LANDSCAPE);
 
static_assert((int)NETWORK_COMPANY_NAME_LENGTH == MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH);
 

	
 
/** The amount of clients connected */
 
byte _network_clients_connected = 0;
 

	
 
/* Some externs / forwards */
src/network/network_gui.cpp
Show inline comments
 
@@ -480,13 +480,13 @@ public:
 
		this->name_editbox.text.Assign(_settings_client.network.client_name.c_str());
 

	
 
		this->querystrings[WID_NG_FILTER] = &this->filter_editbox;
 
		this->filter_editbox.cancel_button = QueryString::ACTION_CLEAR;
 
		this->SetFocusedWidget(WID_NG_FILTER);
 

	
 
		/* As the master-server doesn't support "websocket" servers yet, we
 
		/* As the Game Coordinator doesn't support "websocket" servers yet, we
 
		 * let "os/emscripten/pre.js" hardcode a list of servers people can
 
		 * join. This means the serverlist is curated for now, but it is the
 
		 * best we can offer. */
 
#ifdef __EMSCRIPTEN__
 
		EM_ASM(if (window["openttd_server_list"]) openttd_server_list());
 
#endif
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