Codechange: [Network] Remove overload on NetworkValidateClientName

Rename the zero-parameter NetworkValidateClientName to NetworkValidateOurClientName to make it clearer it is performed on our client name, and to make it a non-overloaded function to aid with the variant being added a few commits later
pull/332/head
rubidium42 3 years ago committed by Patric Stout
parent 0013673faf
commit cdf9caf8ea

@ -795,7 +795,7 @@ bool NetworkClientConnectGame(const std::string &connection_string, CompanyID de
std::string resolved_connection_string = ParseGameConnectionString(connection_string, NETWORK_DEFAULT_PORT, &join_as).GetAddressAsString(false);
if (!_network_available) return false;
if (!NetworkValidateClientName()) return false;
if (!NetworkValidateOurClientName()) return false;
_network_join.connection_string = resolved_connection_string;
_network_join.company = join_as;

@ -1338,7 +1338,7 @@ bool NetworkValidateClientName(std::string &client_name)
* See \c NetworkValidateClientName(char*) for details about the functionality.
* @return True iff the client name is valid.
*/
bool NetworkValidateClientName()
bool NetworkValidateOurClientName()
{
return NetworkValidateClientName(_settings_client.network.client_name);
}

@ -36,7 +36,7 @@ extern StringList _network_ban_list;
byte NetworkSpectatorCount();
bool NetworkIsValidClientName(const std::string_view client_name);
bool NetworkValidateClientName();
bool NetworkValidateOurClientName();
bool NetworkValidateClientName(std::string &client_name);
bool NetworkValidateServerName(std::string &server_name);
void NetworkUpdateClientName(const std::string &client_name);

@ -1263,7 +1263,7 @@ static WindowDesc _network_start_server_window_desc(
static void ShowNetworkStartServerWindow()
{
if (!NetworkValidateClientName()) return;
if (!NetworkValidateOurClientName()) return;
CloseWindowById(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_GAME);
CloseWindowById(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_LOBBY);
@ -1557,7 +1557,7 @@ static WindowDesc _network_lobby_window_desc(
*/
static void ShowNetworkLobbyWindow(NetworkGameList *ngl)
{
if (!NetworkValidateClientName()) return;
if (!NetworkValidateOurClientName()) return;
CloseWindowById(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_START);
CloseWindowById(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_GAME);

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