Example #1
0
void ServerNetworkUDPSocketHandler::Receive_CLIENT_FIND_SERVER(Packet *p, NetworkAddress *client_addr)
{
	/* Just a fail-safe.. should never happen */
	if (!_network_udp_server) {
		return;
	}

	NetworkGameInfo ngi;

	/* Update some game_info */
	ngi.clients_on     = _network_game_info.clients_on;
	ngi.start_date     = ConvertYMDToDate(_settings_game.game_creation.starting_year, 0, 1);

	ngi.server_lang    = _settings_client.network.server_lang;
	ngi.use_password   = !StrEmpty(_settings_client.network.server_password);
	ngi.clients_max    = _settings_client.network.max_clients;
	ngi.companies_on   = (byte)Company::GetNumItems();
	ngi.companies_max  = _settings_client.network.max_companies;
	ngi.spectators_on  = NetworkSpectatorCount();
	ngi.spectators_max = _settings_client.network.max_spectators;
	ngi.game_date      = _date;
	ngi.map_width      = MapSizeX();
	ngi.map_height     = MapSizeY();
	ngi.map_set        = _settings_game.game_creation.landscape;
	ngi.dedicated      = _network_dedicated;
	ngi.grfconfig      = _grfconfig;

	strecpy(ngi.map_name, _network_game_info.map_name, lastof(ngi.map_name));
	strecpy(ngi.server_name, _settings_client.network.server_name, lastof(ngi.server_name));
	strecpy(ngi.server_revision, _openttd_revision, lastof(ngi.server_revision));

	Packet packet(PACKET_UDP_SERVER_RESPONSE);
	this->SendNetworkGameInfo(&packet, &ngi);

	/* Let the client know that we are here */
	this->SendPacket(&packet, client_addr);

	DEBUG(net, 2, "[udp] queried from %s", client_addr->GetHostname());
}
Example #2
0
/**
 * Check if max_spectatos has been reached on the server (local check only).
 * @return true if the max value has been reached or exceeded, false otherwise.
 */
bool NetworkMaxSpectatorsReached()
{
	return NetworkSpectatorCount() >= (_network_server ? _settings_client.network.max_spectators : _network_server_max_spectators);
}