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51 lines
2 KiB
C++
51 lines
2 KiB
C++
//==============================================================================
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//
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// NetLimits.hpp
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//
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//==============================================================================
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#ifndef NET_LIMITS_HPP
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#define NET_LIMITS_HPP
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//==============================================================================
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#ifdef TARGET_XBOX
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const s32 NET_MAX_PER_CLIENT = 4; // Up to 4 player split screen.
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const s32 NET_MAX_LOCAL_CLIENTS = 15; // Xbox servers can host 15 clients.
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#endif
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#ifdef TARGET_PS2
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const s32 NET_MAX_PER_CLIENT = 2; // Up to 2 player split screen.
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const s32 NET_MAX_LOCAL_CLIENTS = 15; // PS2 servers can host 15 clients.
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#endif
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#ifdef TARGET_PC
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const s32 NET_MAX_PER_CLIENT = 1; // No split screen on PC.
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const s32 NET_MAX_LOCAL_CLIENTS = 31; // PC servers can host 31 clients.
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#endif
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#ifdef DEDICATED_SERVER
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const s32 NET_MAX_LOCAL_CLIENTS = 32; // Dedicated servers host 32 clients.
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#endif
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const s32 NET_NAME_LENGTH = 16; // Player names.
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const s32 NET_MAX_TOTAL_CLIENTS = 32; // Absolute maximum clients.
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const s32 NET_MAX_PLAYERS = 32; // Absolute maximum players.
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const s32 NET_MAX_OBJECTS_ON_SERVER = 384;
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const s32 NET_MAX_OBJECTS_ON_CLIENT = 64;
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const s32 NET_MAX_OBJECTS = NET_MAX_OBJECTS_ON_SERVER +
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(NET_MAX_OBJECTS_ON_CLIENT * NET_MAX_TOTAL_CLIENTS);
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const s32 NET_SERVER_NAME_LENGTH = 24;
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const s32 NET_PASSWORD_LENGTH = 16;
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const s32 NET_MAX_ID_LENGTH = 64;
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const s32 NET_MISSION_NAME_LENGTH = 32;
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const s32 NET_GAME_TYPE_LENGTH = 32;
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const s32 NET_SHORT_GAME_TYPE_LENGTH = 8;
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const s32 NET_MAX_PATCH_SIZE = 16384;
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//==============================================================================
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#endif // NET_LIMITS_HPP
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//==============================================================================
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