diff --git a/network.h b/network.h --- a/network.h +++ b/network.h @@ -61,25 +61,28 @@ enum { // some fields will be empty on the client (like game_password) by default // and only filled with data a player enters. typedef struct NetworkGameInfo { - char server_name[NETWORK_NAME_LENGTH]; // Server name - char hostname[NETWORK_HOSTNAME_LENGTH]; // Hostname of the server (if any) - char server_revision[NETWORK_REVISION_LENGTH]; // The SVN version number the server is using (e.g.: 'r304') - // It even shows a SVN version in release-version, so - // it is easy to compare if a server is of the correct version - byte server_lang; // Language of the server (we should make a nice table for this) - byte use_password; // Is set to != 0 if it uses a password - char server_password[NETWORK_PASSWORD_LENGTH]; // On the server: the game password, on the client: != "" if server has password - byte clients_max; // Max clients allowed on server - byte clients_on; // Current count of clients on server - byte spectators_on; // How many spectators do we have? - uint16 game_date; // Current date - uint16 start_date; // When the game started - char map_name[NETWORK_NAME_LENGTH]; // Map which is played ["random" for a randomized map] - uint16 map_width; // Map width - uint16 map_height; // Map height - byte map_set; // Graphical set - bool dedicated; // Is this a dedicated server? - char rcon_password[NETWORK_PASSWORD_LENGTH]; // RCon password for the server. "" if rcon is disabled + char server_name[NETWORK_NAME_LENGTH]; // Server name + char hostname[NETWORK_HOSTNAME_LENGTH]; // Hostname of the server (if any) + char server_revision[NETWORK_REVISION_LENGTH]; // The SVN version number the server is using (e.g.: 'r304') + // It even shows a SVN version in release-version, so + // it is easy to compare if a server is of the correct version + byte server_lang; // Language of the server (we should make a nice table for this) + byte use_password; // Is set to != 0 if it uses a password + char server_password[NETWORK_PASSWORD_LENGTH]; // On the server: the game password, on the client: != "" if server has password + byte clients_max; // Max clients allowed on server + byte clients_on; // Current count of clients on server + byte companies_max; // Max companies allowed on server + byte companies_on; // How many started companies do we have + byte spectators_max; // Max spectators allowed on server + byte spectators_on; // How many spectators do we have? + uint16 game_date; // Current date + uint16 start_date; // When the game started + char map_name[NETWORK_NAME_LENGTH]; // Map which is played ["random" for a randomized map] + uint16 map_width; // Map width + uint16 map_height; // Map height + byte map_set; // Graphical set + bool dedicated; // Is this a dedicated server? + char rcon_password[NETWORK_PASSWORD_LENGTH]; // RCon password for the server. "" if rcon is disabled } NetworkGameInfo; typedef struct NetworkPlayerInfo {