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/* $Id$ */
/** @file network_base.h Base core network types and some helper functions to access them. */
#ifndef NETWORK_BASE_H
#define NETWORK_BASE_H
#ifdef ENABLE_NETWORK
#include "network_type.h"
#include "../core/pool.hpp"
typedef Pool<NetworkClientInfo, ClientIndex, 8, MAX_CLIENT_SLOTS> NetworkClientInfoPool;
extern NetworkClientInfoPool _networkclientinfo_pool;
struct NetworkClientInfo : NetworkClientInfoPool::PoolItem<&_networkclientinfo_pool> {
ClientID client_id; ///< Client identifier (same as ClientState->client_id)
char client_name[NETWORK_CLIENT_NAME_LENGTH]; ///< Name of the client
byte client_lang; ///< The language of the client
CompanyID client_playas; ///< As which company is this client playing (CompanyID)
NetworkAddress client_address; ///< IP-address of the client (so he can be banned)
Date join_date; ///< Gamedate the client has joined
char unique_id[NETWORK_UNIQUE_ID_LENGTH]; ///< Every play sends an unique id so we can indentify him
NetworkClientInfo(ClientID client_id = INVALID_CLIENT_ID) : client_id(client_id) {}
~NetworkClientInfo() { client_id = INVALID_CLIENT_ID; }
};
#define FOR_ALL_CLIENT_INFOS_FROM(var, start) FOR_ALL_ITEMS_FROM(NetworkClientInfo, clientinfo_index, var, start)
#define FOR_ALL_CLIENT_INFOS(var) FOR_ALL_CLIENT_INFOS_FROM(var, 0)
#endif /* ENABLE_NETWORK */
#endif /* NETWORK_BASE_H */
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