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https://github.com/OpenTTD/OpenTTD.git
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(svn r16360) -Codechange: don't use _network_playas as a 'second' _local_company, but only as a storage location for the company you want to join in MP.
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@ -722,10 +722,10 @@ CommandCost CmdCompanyCtrl(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
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/* Joining Client:
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* _local_company: COMPANY_SPECTATOR
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* _network_playas/cid = requested company/clientid
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* cid = clientid
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*
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* Other client(s)/server:
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* _local_company/_network_playas: what they play as
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* _local_company: what they play as
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* cid = requested company/company of joining client */
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ClientID cid = (ClientID)p2;
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@ -744,8 +744,6 @@ CommandCost CmdCompanyCtrl(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
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if (_network_server) {
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ci->client_playas = COMPANY_SPECTATOR;
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NetworkUpdateClientInfo(ci->client_id);
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} else if (_local_company == COMPANY_SPECTATOR) {
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_network_playas = COMPANY_SPECTATOR;
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}
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break;
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}
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@ -769,11 +769,6 @@ DEF_CONSOLE_CMD(ConNetworkClients)
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DEF_CONSOLE_CMD(ConNetworkConnect)
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{
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char *ip;
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const char *port = NULL;
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const char *company = NULL;
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uint16 rport;
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if (argc == 0) {
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IConsoleHelp("Connect to a remote OTTD server and join the game. Usage: 'connect <ip>'");
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IConsoleHelp("IP can contain port and company: 'IP[[#Company]:Port]', eg: 'server.ottd.org#2:443'");
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@ -784,23 +779,25 @@ DEF_CONSOLE_CMD(ConNetworkConnect)
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if (argc < 2) return false;
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if (_networking) NetworkDisconnect(); // we are in network-mode, first close it!
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ip = argv[1];
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const char *port = NULL;
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const char *company = NULL;
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char *ip = argv[1];
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/* Default settings: default port and new company */
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rport = NETWORK_DEFAULT_PORT;
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_network_playas = COMPANY_NEW_COMPANY;
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uint16 rport = NETWORK_DEFAULT_PORT;
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CompanyID join_as = COMPANY_NEW_COMPANY;
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ParseConnectionString(&company, &port, ip);
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IConsolePrintF(CC_DEFAULT, "Connecting to %s...", ip);
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if (company != NULL) {
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_network_playas = (CompanyID)atoi(company);
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IConsolePrintF(CC_DEFAULT, " company-no: %d", _network_playas);
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join_as = (CompanyID)atoi(company);
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IConsolePrintF(CC_DEFAULT, " company-no: %d", join_as);
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/* From a user pov 0 is a new company, internally it's different and all
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* companies are offset by one to ease up on users (eg companies 1-8 not 0-7) */
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if (_network_playas != COMPANY_SPECTATOR) {
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if (_network_playas > MAX_COMPANIES) return false;
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_network_playas--;
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if (join_as != COMPANY_SPECTATOR) {
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if (join_as > MAX_COMPANIES) return false;
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join_as--;
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}
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}
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if (port != NULL) {
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@ -808,7 +805,7 @@ DEF_CONSOLE_CMD(ConNetworkConnect)
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IConsolePrintF(CC_DEFAULT, " port: %s", port);
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}
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NetworkClientConnectGame(NetworkAddress(ip, rport));
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NetworkClientConnectGame(NetworkAddress(ip, rport), join_as);
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return true;
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}
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@ -448,7 +448,6 @@ static void ChangeNetworkOwner(Owner current_owner, Owner new_owner)
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if (!_networking) return;
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if (current_owner == _local_company) {
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_network_playas = new_owner;
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SetLocalCompany(new_owner);
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}
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@ -714,7 +714,7 @@ public:
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/* Used by clients, to connect to a server */
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void NetworkClientConnectGame(NetworkAddress address)
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void NetworkClientConnectGame(NetworkAddress address, CompanyID join_as)
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{
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if (!_network_available) return;
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@ -722,6 +722,7 @@ void NetworkClientConnectGame(NetworkAddress address)
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strecpy(_settings_client.network.last_host, address.GetHostname(), lastof(_settings_client.network.last_host));
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_settings_client.network.last_port = address.GetPort();
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_network_join_as = join_as;
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NetworkDisconnect();
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NetworkInitialize();
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@ -778,9 +779,6 @@ bool NetworkServerStart()
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_last_sync_frame = 0;
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_network_own_client_id = CLIENT_ID_SERVER;
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/* Non-dedicated server will always be company #1 */
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if (!_network_dedicated) _network_playas = COMPANY_FIRST;
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_network_clients_connected = 0;
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NetworkInitGameInfo();
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@ -1126,6 +1124,3 @@ bool IsNetworkCompatibleVersion(const char *other)
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}
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#endif /* ENABLE_NETWORK */
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/* NOTE: this variable needs to be always available */
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CompanyID _network_playas;
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@ -33,8 +33,4 @@ static inline void NetworkDrawChatMessage() {}
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#define _is_network_server 0
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#endif /* ENABLE_NETWORK */
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/** As which company do we play? */
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extern CompanyID _network_playas;
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#endif /* NETWORK_H */
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@ -44,6 +44,9 @@ static uint8 _network_server_max_companies;
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/** Maximum number of spectators of the currently joined server. */
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static uint8 _network_server_max_spectators;
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/** Who would we like to join as. */
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CompanyID _network_join_as;
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/** Make sure the unique ID length is the same as a md5 hash. */
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assert_compile(NETWORK_UNIQUE_ID_LENGTH == 16 * 2 + 1);
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@ -135,7 +138,7 @@ DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_JOIN)
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p = NetworkSend_Init(PACKET_CLIENT_JOIN);
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p->Send_string(_openttd_revision);
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p->Send_string(_settings_client.network.client_name); // Client name
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p->Send_uint8 (_network_playas); // PlayAs
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p->Send_uint8 (_network_join_as); // PlayAs
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p->Send_uint8 (NETLANG_ANY); // Language
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p->Send_string(_settings_client.network.network_id);
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MY_CLIENT->Send_Packet(p);
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@ -406,9 +409,6 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO)
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if (MY_CLIENT->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
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/* Do we receive a change of data? Most likely we changed playas */
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if (client_id == _network_own_client_id) _network_playas = playas;
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ci = NetworkFindClientInfoFromClientID(client_id);
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if (ci != NULL) {
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if (playas == ci->client_playas && strcmp(name, ci->client_name) != 0) {
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@ -620,10 +620,10 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP)
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/* New company/spectator (invalid company) or company we want to join is not active
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* Switch local company to spectator and await the server's judgement */
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if (_network_playas == COMPANY_NEW_COMPANY || !Company::IsValidID(_network_playas)) {
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if (_network_join_as == COMPANY_NEW_COMPANY || !Company::IsValidID(_network_join_as)) {
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SetLocalCompany(COMPANY_SPECTATOR);
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if (_network_playas != COMPANY_SPECTATOR) {
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if (_network_join_as != COMPANY_SPECTATOR) {
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/* We have arrived and ready to start playing; send a command to make a new company;
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* the server will give us a client-id and let us in */
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_network_join_status = NETWORK_JOIN_STATUS_REGISTERING;
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@ -632,7 +632,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP)
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}
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} else {
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/* take control over an existing company */
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SetLocalCompany(_network_playas);
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SetLocalCompany(_network_join_as);
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}
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}
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@ -845,7 +845,6 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MOVE)
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if (!Company::IsValidID(company_id)) company_id = COMPANY_SPECTATOR;
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if (client_id == _network_own_client_id) {
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_network_playas = company_id;
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SetLocalCompany(company_id);
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}
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@ -23,6 +23,8 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_MOVE)(CompanyID company, const char
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NetworkRecvStatus NetworkClient_ReadPackets(NetworkClientSocket *cs);
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void NetworkClient_Connected();
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extern CompanyID _network_join_as;
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#endif /* ENABLE_NETWORK */
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#endif /* NETWORK_CLIENT_H */
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@ -39,7 +39,7 @@ void NetworkStartDebugLog(NetworkAddress address);
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void NetworkPopulateCompanyStats(NetworkCompanyStats *stats);
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void NetworkUpdateClientInfo(ClientID client_id);
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void NetworkClientConnectGame(NetworkAddress address);
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void NetworkClientConnectGame(NetworkAddress address, CompanyID join_as);
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void NetworkClientRequestMove(CompanyID company, const char *pass = "");
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void NetworkClientSendRcon(const char *password, const char *command);
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void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data = 0);
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@ -23,6 +23,7 @@
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#include "../querystring_gui.h"
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#include "../sortlist_type.h"
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#include "../company_base.h"
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#include "../company_func.h"
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#include "table/strings.h"
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#include "../table/sprites.h"
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@ -1534,18 +1535,15 @@ struct NetworkLobbyWindow : public Window {
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case NLWW_JOIN: // Join company
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/* Button can be clicked only when it is enabled */
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_network_playas = this->company;
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NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port));
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NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), this->company);
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break;
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case NLWW_NEW: // New company
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_network_playas = COMPANY_NEW_COMPANY;
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NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port));
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NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_NEW_COMPANY);
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break;
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case NLWW_SPECTATE: // Spectate game
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_network_playas = COMPANY_SPECTATOR;
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NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port));
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NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
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break;
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case NLWW_REFRESH: // Refresh
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@ -1817,7 +1815,7 @@ struct NetworkClientListPopupWindow : Window {
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if (_network_own_client_id != ci->client_id) {
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/* We are no spectator and the company we want to give money to is no spectator and money gifts are allowed */
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if (Company::IsValidID(_network_playas) && Company::IsValidID(ci->client_playas) && _settings_game.economy.give_money) {
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if (Company::IsValidID(_local_company) && Company::IsValidID(ci->client_playas) && _settings_game.economy.give_money) {
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GetString(this->action[i], STR_NETWORK_CLIENTLIST_GIVE_MONEY, lastof(this->action[i]));
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this->proc[i++] = &ClientList_GiveMoney;
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}
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@ -675,26 +675,24 @@ int ttd_main(int argc, char *argv[])
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if (network_conn != NULL) {
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const char *port = NULL;
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const char *company = NULL;
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uint16 rport;
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rport = NETWORK_DEFAULT_PORT;
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_network_playas = COMPANY_NEW_COMPANY;
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uint16 rport = NETWORK_DEFAULT_PORT;
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CompanyID join_as = COMPANY_NEW_COMPANY;
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ParseConnectionString(&company, &port, network_conn);
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if (company != NULL) {
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_network_playas = (CompanyID)atoi(company);
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join_as = (CompanyID)atoi(company);
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if (_network_playas != COMPANY_SPECTATOR) {
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_network_playas--;
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if (_network_playas >= MAX_COMPANIES) return false;
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if (join_as != COMPANY_SPECTATOR) {
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join_as--;
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if (join_as >= MAX_COMPANIES) return false;
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}
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}
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if (port != NULL) rport = atoi(port);
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LoadIntroGame();
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_switch_mode = SM_NONE;
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NetworkClientConnectGame(NetworkAddress(network_conn, rport));
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NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as);
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}
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}
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#endif /* ENABLE_NETWORK */
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@ -1197,8 +1195,7 @@ void GameLoop()
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if (_network_reconnect > 0 && --_network_reconnect == 0) {
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/* This means that we want to reconnect to the last host
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* We do this here, because it means that the network is really closed */
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_network_playas = COMPANY_SPECTATOR;
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NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port));
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NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
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}
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/* Singleplayer */
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StateGameLoop();
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@ -255,7 +255,6 @@ void VideoDriver_Dedicated::MainLoop()
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/* Load the dedicated server stuff */
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_is_network_server = true;
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_network_dedicated = true;
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_network_playas = COMPANY_SPECTATOR;
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_local_company = COMPANY_SPECTATOR;
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/* If SwitchMode is SM_LOAD, it means that the user used the '-g' options */
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