diff options
author | rubidium <rubidium@openttd.org> | 2008-09-30 20:39:50 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2008-09-30 20:39:50 +0000 |
commit | f56e630e5cb839b307f04bf52465c4db4d1ad904 (patch) | |
tree | 69fb7ae1d9bdadb9e7386cb70b0a26621ad9b57f /src/network/network.cpp | |
parent | dba193d4a54707a19d8f3c2f42a1ac10ff544c5c (diff) | |
download | openttd-f56e630e5cb839b307f04bf52465c4db4d1ad904.tar.xz |
(svn r14421) -Codechange: rename all player variables/types to company *or* client so it is immediatelly clear which one you are working with.
Diffstat (limited to 'src/network/network.cpp')
-rw-r--r-- | src/network/network.cpp | 68 |
1 files changed, 34 insertions, 34 deletions
diff --git a/src/network/network.cpp b/src/network/network.cpp index e2b355c6f..0033f4030 100644 --- a/src/network/network.cpp +++ b/src/network/network.cpp @@ -47,7 +47,7 @@ bool _network_available; ///< is network mode available? bool _network_dedicated; ///< are we a dedicated server? bool _is_network_server; ///< Does this client wants to be a network-server? NetworkServerGameInfo _network_game_info; -NetworkPlayerInfo _network_player_info[MAX_PLAYERS]; +NetworkCompanyInfo _network_company_info[MAX_COMPANIES]; NetworkClientInfo _network_client_info[MAX_CLIENT_INFO]; uint16 _network_own_client_index; uint16 _redirect_console_to_client; @@ -155,7 +155,7 @@ byte NetworkSpectatorCount() byte count = 0; FOR_ALL_CLIENTS(cs) { - if (DEREF_CLIENT_INFO(cs)->client_playas == PLAYER_SPECTATOR) count++; + if (DEREF_CLIENT_INFO(cs)->client_playas == COMPANY_SPECTATOR) count++; } return count; @@ -335,54 +335,54 @@ char* GetNetworkErrorMsg(char* buf, NetworkErrorCode err, const char* last) } /* Count the number of active clients connected */ -static uint NetworkCountPlayers() +static uint NetworkCountActiveClients() { NetworkTCPSocketHandler *cs; uint count = 0; FOR_ALL_CLIENTS(cs) { const NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs); - if (IsValidPlayerID(ci->client_playas)) count++; + if (IsValidCompanyID(ci->client_playas)) count++; } return count; } -static bool _min_players_paused = false; +static bool _min_active_clients_paused = false; -/* Check if the minimum number of players has been reached and pause or unpause the game as appropriate */ -void CheckMinPlayers() +/* Check if the minimum number of active clients has been reached and pause or unpause the game as appropriate */ +void CheckMinActiveClients() { if (!_network_dedicated) return; - if (NetworkCountPlayers() < _settings_client.network.min_players) { - if (_min_players_paused) return; + if (NetworkCountActiveClients() < _settings_client.network.min_active_clients) { + if (_min_active_clients_paused) return; - _min_players_paused = true; + _min_active_clients_paused = true; DoCommandP(0, 1, 0, NULL, CMD_PAUSE); NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game paused (not enough players)", NETWORK_SERVER_INDEX); } else { - if (!_min_players_paused) return; + if (!_min_active_clients_paused) return; - _min_players_paused = false; + _min_active_clients_paused = false; DoCommandP(0, 0, 0, NULL, CMD_PAUSE); NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused (enough players)", NETWORK_SERVER_INDEX); } } -/** Converts a string to ip/port/player - * Format: IP#player:port +/** Converts a string to ip/port/company + * Format: IP#company:port * - * connection_string will be re-terminated to seperate out the hostname, and player and port will - * be set to the player and port strings given by the user, inside the memory area originally + * connection_string will be re-terminated to seperate out the hostname, and company and port will + * be set to the company and port strings given by the user, inside the memory area originally * occupied by connection_string. */ -void ParseConnectionString(const char **player, const char **port, char *connection_string) +void ParseConnectionString(const char **company, const char **port, char *connection_string) { char *p; for (p = connection_string; *p != '\0'; p++) { switch (*p) { case '#': - *player = p + 1; + *company = p + 1; *p = '\0'; break; case ':': @@ -421,7 +421,7 @@ static NetworkTCPSocketHandler *NetworkAllocClient(SOCKET s) cs->index = _network_client_index++; ci->client_index = cs->index; - ci->client_playas = PLAYER_INACTIVE_CLIENT; + ci->client_playas = COMPANY_INACTIVE_CLIENT; ci->join_date = _date; InvalidateWindow(WC_CLIENT_LIST, 0); @@ -495,7 +495,7 @@ void NetworkCloseClient(NetworkTCPSocketHandler *cs) cs->index = NETWORK_EMPTY_INDEX; ci->client_index = NETWORK_EMPTY_INDEX; - CheckMinPlayers(); + CheckMinActiveClients(); } // A client wants to connect to a server @@ -688,7 +688,7 @@ static void NetworkInitialize() // Clean the client_info memory memset(&_network_client_info, 0, sizeof(_network_client_info)); - memset(&_network_player_info, 0, sizeof(_network_player_info)); + memset(&_network_company_info, 0, sizeof(_network_company_info)); _sync_frame = 0; _network_first_time = true; @@ -729,7 +729,7 @@ void NetworkAddServer(const char *b) { if (*b != '\0') { const char *port = NULL; - const char *player = NULL; + const char *company = NULL; char host[NETWORK_HOSTNAME_LENGTH]; uint16 rport; @@ -738,7 +738,7 @@ void NetworkAddServer(const char *b) ttd_strlcpy(_settings_client.network.connect_to_ip, b, lengthof(_settings_client.network.connect_to_ip)); rport = NETWORK_DEFAULT_PORT; - ParseConnectionString(&player, &port, host); + ParseConnectionString(&company, &port, host); if (port != NULL) rport = atoi(port); NetworkUDPQueryServer(host, rport, true); @@ -812,9 +812,9 @@ static void NetworkInitGameInfo() memset(ci, 0, sizeof(*ci)); ci->client_index = NETWORK_SERVER_INDEX; - ci->client_playas = _network_dedicated ? PLAYER_SPECTATOR : _local_player; + ci->client_playas = _network_dedicated ? COMPANY_SPECTATOR : _local_company; - ttd_strlcpy(ci->client_name, _settings_client.network.player_name, sizeof(ci->client_name)); + ttd_strlcpy(ci->client_name, _settings_client.network.client_name, sizeof(ci->client_name)); ttd_strlcpy(ci->unique_id, _settings_client.network.network_id, sizeof(ci->unique_id)); } @@ -841,8 +841,8 @@ bool NetworkServerStart() _last_sync_frame = 0; _network_own_client_index = NETWORK_SERVER_INDEX; - /* Non-dedicated server will always be player #1 */ - if (!_network_dedicated) _network_playas = PLAYER_FIRST; + /* Non-dedicated server will always be company #1 */ + if (!_network_dedicated) _network_playas = COMPANY_FIRST; _network_clients_connected = 0; @@ -853,8 +853,8 @@ bool NetworkServerStart() // if the server is dedicated ... add some other script if (_network_dedicated) IConsoleCmdExec("exec scripts/on_dedicated.scr 0"); - _min_players_paused = false; - CheckMinPlayers(); + _min_active_clients_paused = false; + CheckMinActiveClients(); /* Try to register us to the master server */ _network_last_advertise_frame = 0; @@ -1077,7 +1077,7 @@ void NetworkGameLoop() while (f != NULL && !feof(f)) { if (cp != NULL && _date == next_date && _date_fract == next_date_fract) { - _current_player = cp->player; + _current_company = cp->company; _cmd_text = cp->text; DoCommandP(cp->tile, cp->p1, cp->p2, NULL, cp->cmd); free(cp); @@ -1090,9 +1090,9 @@ void NetworkGameLoop() if (fgets(buff, lengthof(buff), f) == NULL) break; if (strncmp(buff, "ddc:cmd:", 8) != 0) continue; cp = MallocT<CommandPacket>(1); - int player; - sscanf(&buff[8], "%d;%d;%d;%d;%d;%d;%d;%s", &next_date, &next_date_fract, &player, &cp->tile, &cp->p1, &cp->p2, &cp->cmd, cp->text); - cp->player = (Owner)player; + int company; + sscanf(&buff[8], "%d;%d;%d;%d;%d;%d;%d;%s", &next_date, &next_date_fract, &company, &cp->tile, &cp->p1, &cp->p2, &cp->cmd, cp->text); + cp->company = (CompanyID)company; } #endif /* DEBUG_DUMP_COMMANDS */ @@ -1238,4 +1238,4 @@ bool IsNetworkCompatibleVersion(const char *other) #endif /* ENABLE_NETWORK */ /* NOTE: this variable needs to be always available */ -PlayerID _network_playas; +CompanyID _network_playas; |