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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 */
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