Files @ r25197:81f87c2b998f
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Location: cpp/openttd-patchpack/source/src/network/core/config.h

Patric Stout
Remove: "map_name" from server announcements / listing

The idea back in the days was nice, but it never resulted in
anything useful. Most servers either read "(loaded game)" or
"Random Map", neither being useful. It was meant for heightmaps,
so you could find a server that was using a specific one .. but
there are many things wrong with that idea. Mostly, servers tend
to save and load savegames from time to time, after which the
original heightmap used was lost.

All in all, removing map_name all together is just better.
/*
 * This file is part of OpenTTD.
 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 */

/**
 * @file config.h Configuration options of the network stuff. It is used even when compiling without network support.
 */

#ifndef NETWORK_CORE_CONFIG_H
#define NETWORK_CORE_CONFIG_H

/** DNS hostname of the masterserver */
static const char * const NETWORK_MASTER_SERVER_HOST            = "master.openttd.org";
/** DNS hostname of the content server */
static const char * const NETWORK_CONTENT_SERVER_HOST           = "content.openttd.org";
/** DNS hostname of the HTTP-content mirror server */
static const char * const NETWORK_CONTENT_MIRROR_HOST           = "binaries.openttd.org";
/** URL of the HTTP mirror system */
static const char * const NETWORK_CONTENT_MIRROR_URL            = "/bananas";
/** Message sent to the masterserver to 'identify' this client as OpenTTD */
static const char * const NETWORK_MASTER_SERVER_WELCOME_MESSAGE = "OpenTTDRegister";

static const uint16 NETWORK_MASTER_SERVER_PORT    = 3978;         ///< The default port of the master server (UDP)
static const uint16 NETWORK_CONTENT_SERVER_PORT   = 3978;         ///< The default port of the content server (TCP)
static const uint16 NETWORK_CONTENT_MIRROR_PORT   =   80;         ///< The default port of the content mirror (TCP)
static const uint16 NETWORK_DEFAULT_PORT          = 3979;         ///< The default port of the game server (TCP & UDP)
static const uint16 NETWORK_ADMIN_PORT            = 3977;         ///< The default port for admin network
static const uint16 NETWORK_DEFAULT_DEBUGLOG_PORT = 3982;         ///< The default port debug-log is sent to (TCP)

static const uint16 SEND_MTU                      = 1460;         ///< Number of bytes we can pack in a single packet

static const byte NETWORK_GAME_ADMIN_VERSION      =    1;         ///< What version of the admin network do we use?
static const byte NETWORK_GAME_INFO_VERSION       =    4;         ///< What version of game-info do we use?
static const byte NETWORK_COMPANY_INFO_VERSION    =    6;         ///< What version of company info is this?
static const byte NETWORK_MASTER_SERVER_VERSION   =    2;         ///< What version of master-server-protocol do we use?

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_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)
static const uint NETWORK_CLIENTS_LENGTH          =  200;         ///< The maximum length for the list of clients that controls a company, in bytes including '\0'
static const uint NETWORK_CLIENT_NAME_LENGTH      =   25;         ///< The maximum length of a client's name, in bytes including '\0'
static const uint NETWORK_RCONCOMMAND_LENGTH      =  500;         ///< The maximum length of a rconsole command, in bytes including '\0'
static const uint NETWORK_GAMESCRIPT_JSON_LENGTH  = SEND_MTU - 3; ///< The maximum length of a gamescript json string, in bytes including '\0'. Must not be longer than SEND_MTU including header (3 bytes)
static const uint NETWORK_CHAT_LENGTH             =  900;         ///< The maximum length of a chat message, in bytes including '\0'

static const uint NETWORK_GRF_NAME_LENGTH         =   80;         ///< Maximum length of the name of a GRF

/**
 * Maximum number of GRFs that can be sent.
 * This limit is reached when PACKET_UDP_SERVER_RESPONSE reaches the maximum size of SEND_MTU bytes.
 */
static const uint NETWORK_MAX_GRF_COUNT           =   62;

static const uint NETWORK_NUM_LANGUAGES           =   36; ///< Number of known languages (to the network protocol) + 1 for 'any'.

/**
 * 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 */