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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"

struct NetworkClientInfo {
	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)
	uint32 client_ip;                               ///< 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

	inline bool IsValid() const { return client_id != INVALID_CLIENT_ID; }
};

static NetworkClientInfo *GetNetworkClientInfo(int ci)
{
	extern NetworkClientInfo _network_client_info[MAX_CLIENT_SLOTS];
	return &_network_client_info[ci];
}

static inline bool IsValidNetworkClientInfoIndex(ClientIndex index)
{
	return (uint)index < MAX_CLIENT_SLOTS && GetNetworkClientInfo(index)->IsValid();
}

#define FOR_ALL_CLIENT_INFOS_FROM(d, start) for (ci = GetNetworkClientInfo(start); ci != GetNetworkClientInfo(MAX_CLIENT_SLOTS); ci++) if (ci->IsValid())
#define FOR_ALL_CLIENT_INFOS(d) FOR_ALL_CLIENT_INFOS_FROM(d, 0)

#endif /* ENABLE_NETWORK */
#endif /* NETWORK_BASE_H */