File diff r25880:b201cd186329 → r25881:988fc42507a5
src/network/network_client.cpp
Show inline comments
 
@@ -305,24 +305,26 @@ void ClientNetworkGameSocketHandler::Cli
 
ClientNetworkGameSocketHandler * ClientNetworkGameSocketHandler::my_client = nullptr;
 

	
 
/** Last frame we performed an ack. */
 
static uint32 last_ack_frame;
 

	
 
/** One bit of 'entropy' used to generate a salt for the company passwords. */
 
static uint32 _password_game_seed;
 
/** The other bit of 'entropy' used to generate a salt for the company passwords. */
 
static std::string _password_server_id;
 

	
 
/** Maximum number of companies of the currently joined server. */
 
static uint8 _network_server_max_companies;
 
/** The current name of the server you are on. */
 
std::string _network_server_name;
 

	
 
/** Information about the game to join to. */
 
NetworkJoinInfo _network_join;
 

	
 
/** Make sure the server ID length is the same as a md5 hash. */
 
static_assert(NETWORK_SERVER_ID_LENGTH == 16 * 2 + 1);
 

	
 
/***********
 
 * Sending functions
 
 *   DEF_CLIENT_SEND_COMMAND has no parameters
 
 ************/
 

	
 
@@ -1178,24 +1180,25 @@ NetworkRecvStatus ClientNetworkGameSocke
 
	if (client_id == _network_own_client_id) {
 
		SetLocalCompany(company_id);
 
	}
 

	
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE(Packet *p)
 
{
 
	if (this->status < STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 

	
 
	_network_server_max_companies = p->Recv_uint8();
 
	_network_server_name = p->Recv_string(NETWORK_NAME_LENGTH);
 

	
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE(Packet *p)
 
{
 
	if (this->status < STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
 

	
 
	_network_company_passworded = p->Recv_uint16();
 
	SetWindowClassesDirty(WC_COMPANY);
 

	
 
	return NETWORK_RECV_STATUS_OKAY;