65#define SPECENUM_NAME server_states
66#define SPECENUM_VALUE0 S_S_INITIAL
67#define SPECENUM_VALUE1 S_S_RUNNING
68#define SPECENUM_VALUE2 S_S_OVER
71#define IDENTITY_NUMBER_SIZE 250000
85#define IDENTITY_NUMBER_SKIP (100)
#define BV_DEFINE(name, bits)
#define MAX_LEN_GAME_IDENTIFIER
void server_game_init(bool keep_ruleset_value)
const char * pick_random_player_name(const struct nation_type *pnation)
void identity_number_release(int id)
void player_nation_defaults(struct player *pplayer, struct nation_type *pnation, bool set_name)
const char * aifill(int amount)
void save_game_auto(const char *save_reason, enum autosave_type type)
void set_server_state(enum server_states newstate)
const char * server_ss_name_get(server_setting_id id)
bool game_was_started(void)
void identity_number_reserve(int id)
struct server_arguments srvarg
#define IDENTITY_NUMBER_SIZE
void fc__noreturn srv_main(void)
bool server_ss_val_bool_get(server_setting_id id)
int identity_number(void)
server_setting_id server_ss_by_name(const char *name)
void check_for_full_turn_done(void)
bool server_packet_input(struct connection *pconn, void *packet, int type)
int server_ss_val_int_get(server_setting_id id)
unsigned int server_ss_val_bitwise_get(server_setting_id id)
void send_all_info(struct conn_list *dest)
void init_game_seed(void)
void fc__noreturn server_quit(void)
void update_nations_with_startpos(void)
enum sset_type server_ss_type_get(server_setting_id id)
bool check_for_game_over(void)
enum server_states server_state(void)
void server_game_free(void)
char game_identifier[MAX_LEN_GAME_IDENTIFIER]
bool metaconnection_persistent
char metaserver_addr[256]
char * scenarios_pathname
enum announce_type announce
unsigned short int metaserver_port