File diff r2878:38d9b8b79d7a → r2879:e5a04d608a3a
network.c
Show inline comments
 
@@ -545,26 +545,29 @@ void NetworkCloseClient(NetworkClientSta
 

	
 
	while (cs->command_queue != NULL) {
 
		CommandPacket *p = cs->command_queue->next;
 
		free(cs->command_queue);
 
		cs->command_queue = p;
 
	}
 

	
 
	// Close the gap in the client-list
 
	ci = DEREF_CLIENT_INFO(cs);
 

	
 
	if (_network_server) {
 
		// We just lost one client :(
 
		if (cs->status > STATUS_INACTIVE)
 
		if (cs->status > STATUS_INACTIVE) {
 
			_network_game_info.clients_on--;
 
			if (DEREF_CLIENT_INFO(cs)->client_playas == OWNER_SPECTATOR)
 
				_network_game_info.spectators_on--;
 
		}
 
		_network_clients_connected--;
 

	
 
		while ((cs + 1) != DEREF_CLIENT(MAX_CLIENTS) && (cs + 1)->socket != INVALID_SOCKET) {
 
			*cs = *(cs + 1);
 
			*ci = *(ci + 1);
 
			cs++;
 
			ci++;
 
		}
 

	
 
		InvalidateWindow(WC_CLIENT_LIST, 0);
 
	}
 

	
 
@@ -775,27 +778,26 @@ static void NetworkInitialize(void)
 

	
 
	_local_command_queue = NULL;
 

	
 
	// Clean all client-sockets
 
	memset(_clients, 0, sizeof(_clients));
 
	for (cs = _clients; cs != &_clients[MAX_CLIENTS]; cs++) {
 
		cs->socket = INVALID_SOCKET;
 
		cs->status = STATUS_INACTIVE;
 
		cs->command_queue = NULL;
 
	}
 

	
 
	// Clean the client_info memory
 
	memset(_network_client_info, 0, sizeof(_network_client_info));
 
	memset(_network_player_info, 0, sizeof(_network_player_info));
 
	_network_lobby_company_count = 0;
 
	memset(&_network_client_info, 0, sizeof(_network_client_info));
 
	memset(&_network_player_info, 0, sizeof(_network_player_info));
 

	
 
	_sync_frame = 0;
 
	_network_first_time = true;
 

	
 
	_network_reconnect = 0;
 

	
 
	NetworkUDPInitialize();
 
}
 

	
 
// Query a server to fetch his game-info
 
//  If game_info is true, only the gameinfo is fetched,
 
//   else only the client_info is fetched
 
@@ -905,34 +907,39 @@ bool NetworkClientConnectGame(const char
 
}
 

	
 
static void NetworkInitGameInfo(void)
 
{
 
	NetworkClientInfo *ci;
 

	
 
	ttd_strlcpy(_network_game_info.server_name, _network_server_name, sizeof(_network_game_info.server_name));
 
	ttd_strlcpy(_network_game_info.server_password, _network_server_password, sizeof(_network_server_password));
 
	ttd_strlcpy(_network_game_info.rcon_password, _network_rcon_password, sizeof(_network_rcon_password));
 
	if (_network_game_info.server_name[0] == '\0')
 
		snprintf(_network_game_info.server_name, sizeof(_network_game_info.server_name), "Unnamed Server");
 

	
 
	ttd_strlcpy(_network_game_info.server_revision, _openttd_revision, sizeof(_network_game_info.server_revision));
 

	
 
	// The server is a client too ;)
 
	if (_network_dedicated) {
 
		_network_game_info.clients_on = 0;
 
		_network_game_info.companies_on = 0;
 
		_network_game_info.dedicated = true;
 
	} else {
 
		_network_game_info.clients_on = 1;
 
		_network_game_info.companies_on = 1;
 
		_network_game_info.dedicated = false;
 
	}
 
	ttd_strlcpy(_network_game_info.server_revision, _openttd_revision, sizeof(_network_game_info.server_revision));
 

	
 
	_network_game_info.spectators_on = 0;
 

	
 
	_network_game_info.game_date = _date;
 
	_network_game_info.start_date = ConvertIntDate(_patches.starting_date);
 
	_network_game_info.map_width = MapSizeX();
 
	_network_game_info.map_height = MapSizeY();
 
	_network_game_info.map_set = _opt.landscape;
 

	
 
	_network_game_info.use_password = (_network_server_password[0] != '\0');
 

	
 
	// We use _network_client_info[MAX_CLIENT_INFO - 1] to store the server-data in it
 
	//  The index is NETWORK_SERVER_INDEX ( = 1)
 
	ci = &_network_client_info[MAX_CLIENT_INFO - 1];
 
	memset(ci, 0, sizeof(*ci));
 
@@ -1323,32 +1330,30 @@ void NetworkStartUp(void)
 
	_network_available = true;
 
	_network_dedicated = false;
 
	_network_last_advertise_frame = 0;
 
	_network_need_advertise = true;
 
	_network_advertise_retries = 0;
 

	
 
	/* Load the ip from the openttd.cfg */
 
	_network_server_bind_ip = inet_addr(_network_server_bind_ip_host);
 
	/* And put the data back in it in case it was an invalid ip */
 
	snprintf(_network_server_bind_ip_host, sizeof(_network_server_bind_ip_host), "%s", inet_ntoa(*(struct in_addr *)&_network_server_bind_ip));
 

	
 
	/* Generate an unique id when there is none yet */
 
	if (_network_unique_id[0] == '\0')
 
		NetworkGenerateUniqueId();
 
	if (_network_unique_id[0] == '\0') NetworkGenerateUniqueId();
 

	
 
	memset(&_network_game_info, 0, sizeof(_network_game_info));
 

	
 
	/* XXX - Hard number here, because the strings can currently handle no more
 
	    than 10 clients -- TrueLight */
 
	_network_game_info.clients_max = 10;
 
	_network_game_info.clients_max = 10; // XXX - hardcoded, string limiation -- TrueLight
 
	_network_game_info.companies_max = MAX_PLAYERS;
 
	_network_game_info.spectators_max = _network_game_info.clients_max;
 

	
 
	// Let's load the network in windows
 
	#if defined(WIN32)
 
	{
 
		WSADATA wsa;
 
		DEBUG(net, 3) ("[NET][Core] Loading windows socket library");
 
		if (WSAStartup(MAKEWORD(2,0), &wsa) != 0) {
 
			DEBUG(net, 0) ("[NET][Core] Error: WSAStartup failed. Network not available.");
 
			_network_available = false;
 
			return;
 
		}
 
	}