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@ -132,8 +132,6 @@ VARDEF NetworkClientInfo _network_client_info[MAX_CLIENT_INFO];
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VARDEF char _network_player_name[NETWORK_NAME_LENGTH];
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VARDEF char _network_default_ip[NETWORK_HOSTNAME_LENGTH];
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#define MAX_SAVED_SERVERS 10
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VARDEF char *_network_host_list[MAX_SAVED_SERVERS];
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VARDEF uint16 _network_own_client_index;
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VARDEF char _network_unique_id[NETWORK_NAME_LENGTH]; // Our own unique ID
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@ -186,9 +184,13 @@ VARDEF bool _network_autoclean_companies;
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VARDEF uint8 _network_autoclean_unprotected; // Remove a company after X months
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VARDEF uint8 _network_autoclean_protected; // Unprotect a company after X months
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NetworkGameList *NetworkQueryServer(const byte* host, unsigned short port, bool game_info);
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#endif /* ENABLE_NETWORK */
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// Those variables must always be registered!
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#define MAX_SAVED_SERVERS 10
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VARDEF char *_network_host_list[MAX_SAVED_SERVERS];
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VARDEF bool _networking;
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VARDEF bool _network_available; // is network mode available?
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VARDEF bool _network_server; // network-server is active
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@ -199,7 +201,6 @@ void ParseConnectionString(const byte **player, const byte **port, byte *connect
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void NetworkUpdateClientInfo(uint16 client_index);
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void NetworkAddServer(const byte *b);
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void NetworkRebuildHostList();
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NetworkGameList *NetworkQueryServer(const byte* host, unsigned short port, bool game_info);
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void NetworkChangeCompanyPassword(const char *str);
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#endif /* NETWORK_H */
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