Soon we will make "join game" join the game as spectator first,
so limiting the amount of spectators makes no sense anymore in
that context. Not sure it ever did make sense.
Before 8a2da49 the NewGRF names were synchronized using UDP packets, however
those have been removed. With this a new version of the GameInfo packet is
introduced that allows to specify the type of serialisation happens for
NewGRFs. Either only the GRF ID and checksum, or those two plus the name of
the NewGRF.
On this request for local servers will send the NewGRFs names.
The Game Coordinator will get the names on the first registration, and after
that only the GRF ID and checksum.
These were filled with "<Unknown>" (before 8a2da49) and later their name would get filled via UDP requests to the server. These UDP packets do not exist anymore, so they will always remain "<Unknown>".
Remove that logic and just use the generic translated error GRF UNKNOWN string instead.
This removes the need to know a server IP to join it. Invite codes
are small (~7 characters) indentifiers for servers, which can be
exchanged with other players to join the servers.
It now follows very simple rules:
0 - Fatal, user should know about this
1 - Error, but we are recovering
2 - Warning, wrong but okay if you don't know
3 - Info, information you might care about
4 -
5 - Debug #1 - High level debug messages
6 - Debug #2 - Low level debug messages
7 - Trace information
Split the updating in a "static" version that only needs to be called when a new map is loaded or some settings are changed, and a "dynamic" version that updates everything that changes regularly such as the current game date or the number of spectators.