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Cleanup: remove some references to the old master-server
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@ -94,14 +94,4 @@ static const uint NETWORK_GRF_NAME_LENGTH = 80; ///< Maxim
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*/
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static const uint NETWORK_MAX_GRF_COUNT = 255;
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/**
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* The number of landscapes in OpenTTD.
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* This number must be equal to NUM_LANDSCAPE, but as this number is used
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* within the network code and that the network code is shared with the
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* masterserver/updater, it has to be declared in here too. In network.cpp
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* there is a compile assertion to check that this NUM_LANDSCAPE is equal
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* to NETWORK_NUM_LANDSCAPES.
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*/
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static const uint NETWORK_NUM_LANDSCAPES = 4;
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#endif /* NETWORK_CORE_CONFIG_H */
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@ -352,7 +352,7 @@ void DeserializeNetworkGameInfo(Packet *p, NetworkGameInfo *info, const GameInfo
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info->landscape = p->Recv_uint8 ();
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info->dedicated = p->Recv_bool ();
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if (info->landscape >= NETWORK_NUM_LANDSCAPES) info->landscape = 0;
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if (info->landscape >= NUM_LANDSCAPE) info->landscape = 0;
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}
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}
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@ -78,8 +78,6 @@ uint32 _sync_frame; ///< The frame to perform the sync check.
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bool _network_first_time; ///< Whether we have finished joining or not.
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CompanyMask _network_company_passworded; ///< Bitmask of the password status of all companies.
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/* Check whether NETWORK_NUM_LANDSCAPES is still in sync with NUM_LANDSCAPE */
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static_assert((int)NETWORK_NUM_LANDSCAPES == (int)NUM_LANDSCAPE);
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static_assert((int)NETWORK_COMPANY_NAME_LENGTH == MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH);
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/** The amount of clients connected */
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@ -483,7 +483,7 @@ public:
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this->filter_editbox.cancel_button = QueryString::ACTION_CLEAR;
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this->SetFocusedWidget(WID_NG_FILTER);
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/* As the master-server doesn't support "websocket" servers yet, we
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/* As the Game Coordinator doesn't support "websocket" servers yet, we
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* let "os/emscripten/pre.js" hardcode a list of servers people can
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* join. This means the serverlist is curated for now, but it is the
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* best we can offer. */
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