Files @ r16658:c5444a43aa65
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Location: cpp/openttd-patchpack/source/src/network/network_gamelist.h

rubidium
(svn r21399) -Change/Feature/Fix [FS#4284]: perform the compression of savegames to send to the client asynchroniously. This will reduce the lag of the other clients to the time it takes to make the memory dump and it will speed up downloading the map as the download starts earlier (possibly with a slightly lower bandwidth due to slow compression). This should also fix the lag message people get when the savegame compression takes more than a few seconds.
/* $Id$ */

/*
 * 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 network_gamelist.h Handling of the list of games. */

#ifndef NETWORK_GAMELIST_H
#define NETWORK_GAMELIST_H

#include "core/address.h"
#include "network_type.h"

/** Structure with information shown in the game list (GUI) */
struct NetworkGameList {
	NetworkGameInfo info;   ///< The game information of this server
	NetworkAddress address; ///< The connection info of the game server
	bool online;            ///< False if the server did not respond (default status)
	bool manually;          ///< True if the server was added manually
	uint8 retries;          ///< Number of retries (to stop requerying)
	NetworkGameList *next;  ///< Next pointer to make a linked game list
};

/** Game list of this client */
extern NetworkGameList *_network_game_list;

void NetworkGameListAddItemDelayed(NetworkGameList *item);
NetworkGameList *NetworkGameListAddItem(NetworkAddress address);
void NetworkGameListRemoveItem(NetworkGameList *remove);
void NetworkGameListRequery();

#endif /* NETWORK_GAMELIST_H */