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@ -214,16 +214,16 @@ struct MusicSettings {
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/** Settings related to currency/unit systems. */
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struct LocaleSettings {
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byte currency; ///< currency we currently use
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byte units_velocity; ///< unit system for velocity
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byte units_power; ///< unit system for power
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byte units_weight; ///< unit system for weight
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byte units_volume; ///< unit system for volume
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byte units_force; ///< unit system for force
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byte units_height; ///< unit system for height
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char *digit_group_separator; ///< thousand separator for non-currencies
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char *digit_group_separator_currency; ///< thousand separator for currencies
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char *digit_decimal_separator; ///< decimal separator
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byte currency; ///< currency we currently use
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byte units_velocity; ///< unit system for velocity
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byte units_power; ///< unit system for power
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byte units_weight; ///< unit system for weight
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byte units_volume; ///< unit system for volume
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byte units_force; ///< unit system for force
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byte units_height; ///< unit system for height
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std::string digit_group_separator; ///< thousand separator for non-currencies
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std::string digit_group_separator_currency; ///< thousand separator for currencies
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std::string digit_decimal_separator; ///< decimal separator
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};
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/** Settings related to news */
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@ -247,42 +247,42 @@ struct NewsSettings {
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/** All settings related to the network. */
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struct NetworkSettings {
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uint16 sync_freq; ///< how often do we check whether we are still in-sync
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uint8 frame_freq; ///< how often do we send commands to the clients
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uint16 commands_per_frame; ///< how many commands may be sent each frame_freq frames?
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uint16 max_commands_in_queue; ///< how many commands may there be in the incoming queue before dropping the connection?
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uint16 bytes_per_frame; ///< how many bytes may, over a long period, be received per frame?
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uint16 bytes_per_frame_burst; ///< how many bytes may, over a short period, be received?
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uint16 max_init_time; ///< maximum amount of time, in game ticks, a client may take to initiate joining
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uint16 max_join_time; ///< maximum amount of time, in game ticks, a client may take to sync up during joining
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uint16 max_download_time; ///< maximum amount of time, in game ticks, a client may take to download the map
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uint16 max_password_time; ///< maximum amount of time, in game ticks, a client may take to enter the password
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uint16 max_lag_time; ///< maximum amount of time, in game ticks, a client may be lagging behind the server
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bool pause_on_join; ///< pause the game when people join
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uint16 server_port; ///< port the server listens on
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uint16 server_admin_port; ///< port the server listens on for the admin network
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bool server_admin_chat; ///< allow private chat for the server to be distributed to the admin network
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uint16 sync_freq; ///< how often do we check whether we are still in-sync
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uint8 frame_freq; ///< how often do we send commands to the clients
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uint16 commands_per_frame; ///< how many commands may be sent each frame_freq frames?
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uint16 max_commands_in_queue; ///< how many commands may there be in the incoming queue before dropping the connection?
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uint16 bytes_per_frame; ///< how many bytes may, over a long period, be received per frame?
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uint16 bytes_per_frame_burst; ///< how many bytes may, over a short period, be received?
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uint16 max_init_time; ///< maximum amount of time, in game ticks, a client may take to initiate joining
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uint16 max_join_time; ///< maximum amount of time, in game ticks, a client may take to sync up during joining
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uint16 max_download_time; ///< maximum amount of time, in game ticks, a client may take to download the map
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uint16 max_password_time; ///< maximum amount of time, in game ticks, a client may take to enter the password
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uint16 max_lag_time; ///< maximum amount of time, in game ticks, a client may be lagging behind the server
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bool pause_on_join; ///< pause the game when people join
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uint16 server_port; ///< port the server listens on
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uint16 server_admin_port; ///< port the server listens on for the admin network
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bool server_admin_chat; ///< allow private chat for the server to be distributed to the admin network
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std::string server_name; ///< name of the server
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std::string server_password; ///< password for joining this server
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std::string rcon_password; ///< password for rconsole (server side)
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std::string admin_password; ///< password for the admin network
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bool server_advertise; ///< advertise the server to the masterserver
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bool server_advertise; ///< advertise the server to the masterserver
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std::string client_name; ///< name of the player (as client)
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std::string default_company_pass; ///< default password for new companies in encrypted form
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std::string connect_to_ip; ///< default for the "Add server" query
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std::string network_id; ///< network ID for servers
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bool autoclean_companies; ///< automatically remove companies that are not in use
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uint8 autoclean_unprotected; ///< remove passwordless companies after this many months
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uint8 autoclean_protected; ///< remove the password from passworded companies after this many months
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uint8 autoclean_novehicles; ///< remove companies with no vehicles after this many months
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uint8 max_companies; ///< maximum amount of companies
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uint8 max_clients; ///< maximum amount of clients
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uint8 max_spectators; ///< maximum amount of spectators
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Year restart_game_year; ///< year the server restarts
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uint8 min_active_clients; ///< minimum amount of active clients to unpause the game
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bool reload_cfg; ///< reload the config file before restarting
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bool autoclean_companies; ///< automatically remove companies that are not in use
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uint8 autoclean_unprotected; ///< remove passwordless companies after this many months
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uint8 autoclean_protected; ///< remove the password from passworded companies after this many months
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uint8 autoclean_novehicles; ///< remove companies with no vehicles after this many months
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uint8 max_companies; ///< maximum amount of companies
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uint8 max_clients; ///< maximum amount of clients
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uint8 max_spectators; ///< maximum amount of spectators
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Year restart_game_year; ///< year the server restarts
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uint8 min_active_clients; ///< minimum amount of active clients to unpause the game
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bool reload_cfg; ///< reload the config file before restarting
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std::string last_joined; ///< Last joined server
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bool no_http_content_downloads; ///< do not do content downloads over HTTP
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bool no_http_content_downloads; ///< do not do content downloads over HTTP
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};
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/** Settings related to the creation of games. */
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