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(svn r16574) -Codechange: reorder stuff in NetworkGameInfo so compilers waste less bytes aligning stuff and fix the comment of the structs.
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@ -15,36 +15,38 @@
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#include "../../date_type.h"
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#include "../../date_type.h"
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/**
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/**
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* This is the struct used by both client and server
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* The game information that is not generated on-the-fly and has to
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* some fields will be empty on the client (like game_password) by default
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* be sent to the clients.
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* and only filled with data a client enters.
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*/
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*/
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struct NetworkServerGameInfo {
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struct NetworkServerGameInfo {
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byte clients_on; ///< Current count of clients on server
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Date start_date; ///< When the game started
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char map_name[NETWORK_NAME_LENGTH]; ///< Map which is played ["random" for a randomized map]
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char map_name[NETWORK_NAME_LENGTH]; ///< Map which is played ["random" for a randomized map]
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byte clients_on; ///< Current count of clients on server
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};
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};
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/**
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* The game information that is sent from the server to the clients.
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*/
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struct NetworkGameInfo : NetworkServerGameInfo {
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struct NetworkGameInfo : NetworkServerGameInfo {
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byte game_info_version; ///< Version of the game info
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GRFConfig *grfconfig; ///< List of NewGRF files used
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Date start_date; ///< When the game started
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Date game_date; ///< Current date
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uint16 map_width; ///< Map width
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uint16 map_height; ///< Map height
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char server_name[NETWORK_NAME_LENGTH]; ///< Server name
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char server_name[NETWORK_NAME_LENGTH]; ///< Server name
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char hostname[NETWORK_HOSTNAME_LENGTH]; ///< Hostname of the server (if any)
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char hostname[NETWORK_HOSTNAME_LENGTH]; ///< Hostname of the server (if any)
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char server_revision[NETWORK_REVISION_LENGTH]; ///< The version number the server is using (e.g.: 'r304' or 0.5.0)
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char server_revision[NETWORK_REVISION_LENGTH]; ///< The version number the server is using (e.g.: 'r304' or 0.5.0)
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bool dedicated; ///< Is this a dedicated server?
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bool version_compatible; ///< Can we connect to this server or not? (based on server_revision)
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bool version_compatible; ///< Can we connect to this server or not? (based on server_revision)
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bool compatible; ///< Can we connect to this server or not? (based on server_revision _and_ grf_match
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bool compatible; ///< Can we connect to this server or not? (based on server_revision _and_ grf_match
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byte server_lang; ///< Language of the server (we should make a nice table for this)
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bool use_password; ///< Is this server passworded?
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bool use_password; ///< Is this server passworded?
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byte game_info_version; ///< Version of the game info
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byte server_lang; ///< Language of the server (we should make a nice table for this)
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byte clients_max; ///< Max clients allowed on server
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byte clients_max; ///< Max clients allowed on server
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byte companies_on; ///< How many started companies do we have
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byte companies_on; ///< How many started companies do we have
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byte companies_max; ///< Max companies allowed on server
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byte companies_max; ///< Max companies allowed on server
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byte spectators_on; ///< How many spectators do we have?
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byte spectators_on; ///< How many spectators do we have?
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byte spectators_max; ///< Max spectators allowed on server
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byte spectators_max; ///< Max spectators allowed on server
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Date game_date; ///< Current date
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uint16 map_width; ///< Map width
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uint16 map_height; ///< Map height
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byte map_set; ///< Graphical set
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byte map_set; ///< Graphical set
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bool dedicated; ///< Is this a dedicated server?
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GRFConfig *grfconfig; ///< List of NewGRF files used
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};
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};
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#endif /* ENABLE_NETWORK */
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#endif /* ENABLE_NETWORK */
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