Files @ r25198:a701a159e9ab
Branch filter:

Location: cpp/openttd-patchpack/source/src/network/core/game.h

Patric Stout
Remove: "language" field from server/client

The original idea was that people could find a server they could
talk in their native language on. This isn't really used in that
way. There are several reasons for removing this:

- the client also sends his "language" to the server, but nothing
is doing anything with this.
- flags are a bad way to represent languages, and over the years
we had several (rightfully) complaints about this.
- most servers have their language set to "All", and prefix the
servername with the language it is about. This is a much more
efficient way to do the same.

All in all, this feature should go back to the drawing board.
Maybe it could work in another form, but this form is not it.
/*
 * 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 game.h Information about a game that is sent between a
 *              game server, game client and masterserver.
 */

#ifndef NETWORK_CORE_GAME_H
#define NETWORK_CORE_GAME_H

#include "config.h"
#include "../../newgrf_config.h"
#include "../../date_type.h"

/**
 * The game information that is not generated on-the-fly and has to
 * be sent to the clients.
 */
struct NetworkServerGameInfo {
	byte clients_on;                                ///< Current count of clients on server
};

/**
 * The game information that is sent from the server to the clients.
 */
struct NetworkGameInfo : NetworkServerGameInfo {
	GRFConfig *grfconfig;                           ///< List of NewGRF files used
	Date start_date;                                ///< When the game started
	Date game_date;                                 ///< Current date
	uint16 map_width;                               ///< Map width
	uint16 map_height;                              ///< Map height
	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 version number the server is using (e.g.: 'r304' or 0.5.0)
	bool dedicated;                                 ///< Is this a dedicated server?
	bool version_compatible;                        ///< Can we connect to this server or not? (based on server_revision)
	bool compatible;                                ///< Can we connect to this server or not? (based on server_revision _and_ grf_match
	bool use_password;                              ///< Is this server passworded?
	byte game_info_version;                         ///< Version of the game info
	byte clients_max;                               ///< Max clients allowed on server
	byte companies_on;                              ///< How many started companies do we have
	byte companies_max;                             ///< Max companies allowed on server
	byte spectators_on;                             ///< How many spectators do we have?
	byte spectators_max;                            ///< Max spectators allowed on server
	byte map_set;                                   ///< Graphical set
};

const char * GetNetworkRevisionString();

#endif /* NETWORK_CORE_GAME_H */