3cdf50c399
- proper handling of invalid client connects, after 6 bad attempts in a 60 second period of time the IP address is blocked from the current game - Added check for invalid particles for tileset objects - Made messagebox wider in game mod menu - Fixed numerous threading issues discovered while testing on my 8 core CPU - a Little bit of rendering cleanup
52 lines
1.4 KiB
C++
52 lines
1.4 KiB
C++
// ==============================================================
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// This file is part of Glest (www.glest.org)
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//
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// Copyright (C) 2001-2008 Martio Figueroa
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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#ifndef _GLEST_GAME_GAMEUTIL_H_
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#define _GLEST_GAME_GAMEUTIL_H_
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#include <string>
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#include <vector>
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#include "util.h"
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#include "leak_dumper.h"
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using std::string;
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using Shared::Util::sharedLibVersionString;
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namespace Glest{ namespace Game{
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extern const char *mailString;
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extern const string glestVersionString;
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extern const string networkVersionString;
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void initSpecialStrings();
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string getCrashDumpFileName();
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string getPlatformNameString();
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string getSVNRevisionString();
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string getCompilerNameString();
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string getNetworkVersionString();
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string getNetworkVersionSVNString();
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string getNetworkPlatformFreeVersionString();
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string getAboutString1(int i);
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string getAboutString2(int i);
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string getTeammateName(int i);
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string getTeammateRole(int i);
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string getCompileDateTime();
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string formatString(string str);
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string getGameReadWritePath(string lookupKey="");
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string getGameCustomCoreDataPath(string originalBasePath, string uniqueFilePath);
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}}//end namespace
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#endif
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