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https://github.com/JGRennison/OpenTTD-patches.git
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(svn r12499) -Codechange: some coding style tweaks for network_internal.h.
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@ -932,7 +932,7 @@
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RelativePath=".\..\src\order.h"
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RelativePath=".\..\src\order_base.h"
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RelativePath=".\..\src\station.h"
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RelativePath=".\..\src\station_base.h"
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RelativePath=".\..\src\station.h"
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RelativePath=".\..\src\station_base.h"
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@ -141,7 +141,7 @@ widgets/dropdown_type.h
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economy_func.h
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economy_func.h
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economy_type.h
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economy_type.h
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core/endian_func.hpp
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core/endian_func.hpp
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engine.h
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engine_func.h
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engine_type.h
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engine_type.h
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core/enum_type.hpp
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core/enum_type.hpp
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fileio.h
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fileio.h
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@ -206,7 +206,8 @@ sound/null_s.h
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video/null_v.h
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video/null_v.h
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oldpool.h
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oldpool.h
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openttd.h
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openttd.h
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order.h
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order_base.h
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order_func.h
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order_type.h
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order_type.h
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core/overflowsafe_type.hpp
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core/overflowsafe_type.hpp
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pathfind.h
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pathfind.h
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@ -244,7 +245,8 @@ sound_func.h
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sound_type.h
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sound_type.h
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sprite.h
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sprite.h
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spritecache.h
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spritecache.h
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station.h
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station_base.h
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station_func.h
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station_gui.h
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station_gui.h
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station_type.h
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station_type.h
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stdafx.h
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stdafx.h
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@ -10,58 +10,66 @@
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#include "core/config.h"
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#include "core/config.h"
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#include "core/game.h"
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#include "core/game.h"
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// If this line is enable, every frame will have a sync test
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/**
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// this is not needed in normal games. Normal is like 1 sync in 100
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* If this line is enable, every frame will have a sync test
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// frames. You can enable this if you have a lot of desyncs on a certain
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* this is not needed in normal games. Normal is like 1 sync in 100
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// game.
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* frames. You can enable this if you have a lot of desyncs on a certain
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// Remember: both client and server have to be compiled with this
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* game.
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// option enabled to make it to work. If one of the two has it disabled
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* Remember: both client and server have to be compiled with this
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// nothing will happen.
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* option enabled to make it to work. If one of the two has it disabled
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* nothing will happen.
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*/
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//#define ENABLE_NETWORK_SYNC_EVERY_FRAME
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//#define ENABLE_NETWORK_SYNC_EVERY_FRAME
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// In theory sending 1 of the 2 seeds is enough to check for desyncs
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/**
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// so in theory, this next define can be left off.
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* In theory sending 1 of the 2 seeds is enough to check for desyncs
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* so in theory, this next define can be left off.
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*/
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//#define NETWORK_SEND_DOUBLE_SEED
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//#define NETWORK_SEND_DOUBLE_SEED
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// How many clients can we have? Like.. MAX_PLAYERS - 1 is the amount of
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// players that can really play.. so.. a max of 4 spectators.. gives us..
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// MAX_PLAYERS + 3
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#define MAX_CLIENTS (MAX_PLAYERS + 3)
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enum {
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/**
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* How many clients can we have? Like.. MAX_PLAYERS - 1 is the amount of
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* players that can really play.. so.. a max of 4 spectators.. gives us..
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* MAX_PLAYERS + 3
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*/
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MAX_CLIENTS = MAX_PLAYERS + 3,
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// Do not change this next line. It should _ALWAYS_ be MAX_CLIENTS + 1
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/** Do not change this next line. It should _ALWAYS_ be MAX_CLIENTS + 1 */
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#define MAX_CLIENT_INFO (MAX_CLIENTS + 1)
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MAX_CLIENT_INFO = MAX_CLIENTS + 1,
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#define MAX_INTERFACES 9
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/** Maximum number of internet interfaces supported. */
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MAX_INTERFACES = 9,
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/** How many vehicle/station types we put over the network */
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// How many vehicle/station types we put over the network
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NETWORK_VEHICLE_TYPES = 5,
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#define NETWORK_VEHICLE_TYPES 5
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NETWORK_STATION_TYPES = 5,
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#define NETWORK_STATION_TYPES 5
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}
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struct NetworkPlayerInfo {
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struct NetworkPlayerInfo {
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char company_name[NETWORK_NAME_LENGTH]; // Company name
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char company_name[NETWORK_NAME_LENGTH]; ///< Company name
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char password[NETWORK_PASSWORD_LENGTH]; // The password for the player
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char password[NETWORK_PASSWORD_LENGTH]; ///< The password for the player
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Year inaugurated_year; // What year the company started in
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Year inaugurated_year; ///< What year the company started in
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Money company_value; // The company value
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Money company_value; ///< The company value
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Money money; // The amount of money the company has
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Money money; ///< The amount of money the company has
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Money income; // How much did the company earned last year
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Money income; ///< How much did the company earned last year
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uint16 performance; // What was his performance last month?
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uint16 performance; ///< What was his performance last month?
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bool use_password; // Is there a password
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bool use_password; ///< Is there a password
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uint16 num_vehicle[NETWORK_VEHICLE_TYPES]; // How many vehicles are there of this type?
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uint16 num_vehicle[NETWORK_VEHICLE_TYPES]; ///< How many vehicles are there of this type?
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uint16 num_station[NETWORK_STATION_TYPES]; // How many stations are there of this type?
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uint16 num_station[NETWORK_STATION_TYPES]; ///< How many stations are there of this type?
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char players[NETWORK_PLAYERS_LENGTH]; // The players that control this company (Name1, name2, ..)
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char players[NETWORK_PLAYERS_LENGTH]; ///< The players that control this company (Name1, name2, ..)
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uint16 months_empty; // How many months the company is empty
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uint16 months_empty; ///< How many months the company is empty
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};
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};
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struct NetworkClientInfo {
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struct NetworkClientInfo {
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uint16 client_index; // Index of the client (same as ClientState->index)
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uint16 client_index; ///< Index of the client (same as ClientState->index)
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char client_name[NETWORK_CLIENT_NAME_LENGTH]; // Name of the client
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char client_name[NETWORK_CLIENT_NAME_LENGTH]; ///< Name of the client
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byte client_lang; // The language of the client
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byte client_lang; ///< The language of the client
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PlayerID client_playas; // As which player is this client playing (PlayerID)
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PlayerID client_playas; ///< As which player is this client playing (PlayerID)
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uint32 client_ip; // IP-address of the client (so he can be banned)
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uint32 client_ip; ///< IP-address of the client (so he can be banned)
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Date join_date; // Gamedate the player has joined
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Date join_date; ///< Gamedate the player has joined
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char unique_id[NETWORK_UNIQUE_ID_LENGTH]; // Every play sends an unique id so we can indentify him
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char unique_id[NETWORK_UNIQUE_ID_LENGTH]; ///< Every play sends an unique id so we can indentify him
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};
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};
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enum NetworkJoinStatus {
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enum NetworkJoinStatus {
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@ -75,7 +83,7 @@ enum NetworkJoinStatus {
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NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO,
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NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO,
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};
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};
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/* Language ids for server_lang and client_lang. Do NOT modify the order. */
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/** Language ids for server_lang and client_lang. Do NOT modify the order. */
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enum NetworkLanguage {
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enum NetworkLanguage {
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NETLANG_ANY = 0,
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NETLANG_ANY = 0,
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NETLANG_ENGLISH,
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NETLANG_ENGLISH,
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