(svn r14723) -Codechange: shuffling some stuff around to reduce indirect #include dependencies.
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/* $Id$ */
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/** @file network_base.h Base core network types and some helper functions to access them. */
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#ifndef NETWORK_BASE_H
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#define NETWORK_BASE_H
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#ifdef ENABLE_NETWORK
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#include "network_type.h"
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struct NetworkClientInfo {
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ClientID client_id; ///< Client identifier (same as ClientState->client_id)
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char client_name[NETWORK_CLIENT_NAME_LENGTH]; ///< Name of the client
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byte client_lang; ///< The language of the client
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CompanyID client_playas; ///< As which company is this client playing (CompanyID)
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uint32 client_ip; ///< IP-address of the client (so he can be banned)
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Date join_date; ///< Gamedate the client has joined
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char unique_id[NETWORK_UNIQUE_ID_LENGTH]; ///< Every play sends an unique id so we can indentify him
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inline bool IsValid() const { return client_id != INVALID_CLIENT_ID; }
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};
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static NetworkClientInfo *GetNetworkClientInfo(int ci)
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{
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extern NetworkClientInfo _network_client_info[MAX_CLIENT_INFO];
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return &_network_client_info[ci];
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}
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static inline bool IsValidNetworkClientInfoIndex(ClientIndex index)
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{
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return (uint)index < MAX_CLIENT_INFO && GetNetworkClientInfo(index)->IsValid();
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}
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#define FOR_ALL_CLIENT_INFOS_FROM(d, start) for (ci = GetNetworkClientInfo(start); ci != GetNetworkClientInfo(MAX_CLIENT_INFO); ci++) if (ci->IsValid())
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#define FOR_ALL_CLIENT_INFOS(d) FOR_ALL_CLIENT_INFOS_FROM(d, 0)
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#endif /* ENABLE_NETWORK */
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#endif /* NETWORK_BASE_H */
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