(svn r14421) -Codechange: rename all player variables/types to company *or* client so it is immediatelly clear which one you are working with.
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@@ -77,17 +77,17 @@ static const char *GenerateCompanyPasswordHash(const char *password)
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}
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/**
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* Hash the current company password; used when the server 'player' sets his/her password.
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* Hash the current company password; used when the server 'company' sets his/her password.
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*/
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void HashCurrentCompanyPassword()
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{
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if (StrEmpty(_network_player_info[_local_player].password)) return;
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if (StrEmpty(_network_company_info[_local_company].password)) return;
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_password_game_seed = _settings_game.game_creation.generation_seed;
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ttd_strlcpy(_password_server_unique_id, _settings_client.network.network_id, sizeof(_password_server_unique_id));
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const char *new_pw = GenerateCompanyPasswordHash(_network_player_info[_local_player].password);
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ttd_strlcpy(_network_player_info[_local_player].password, new_pw, sizeof(_network_player_info[_local_player].password));
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const char *new_pw = GenerateCompanyPasswordHash(_network_company_info[_local_company].password);
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ttd_strlcpy(_network_company_info[_local_company].password, new_pw, sizeof(_network_company_info[_local_company].password));
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}
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@@ -119,10 +119,10 @@ DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_JOIN)
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// Function: Try to join the server
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// Data:
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// String: OpenTTD Revision (norev000 if no revision)
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// String: Player Name (max NETWORK_NAME_LENGTH)
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// uint8: Play as Player id (1..MAX_PLAYERS)
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// String: Client Name (max NETWORK_NAME_LENGTH)
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// uint8: Play as Company id (1..MAX_COMPANIES)
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// uint8: Language ID
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// String: Unique id to find the player back in server-listing
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// String: Unique id to find the client back in server-listing
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//
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Packet *p;
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@@ -131,7 +131,7 @@ DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_JOIN)
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p = NetworkSend_Init(PACKET_CLIENT_JOIN);
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p->Send_string(_openttd_revision);
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p->Send_string(_settings_client.network.player_name); // Player name
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p->Send_string(_settings_client.network.client_name); // Client name
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p->Send_uint8 (_network_playas); // PlayAs
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p->Send_uint8 (NETLANG_ANY); // Language
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p->Send_string(_settings_client.network.network_id);
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@@ -213,7 +213,7 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMMAND)(CommandPacket *cp)
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// Packet: CLIENT_COMMAND
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// Function: Send a DoCommand to the Server
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// Data:
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// uint8: PlayerID (0..MAX_PLAYERS-1)
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// uint8: CompanyID (0..MAX_COMPANIES-1)
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// uint32: CommandID (see command.h)
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// uint32: P1 (free variables used in DoCommand)
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// uint32: P2
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@@ -224,7 +224,7 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMMAND)(CommandPacket *cp)
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Packet *p = NetworkSend_Init(PACKET_CLIENT_COMMAND);
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p->Send_uint8 (cp->player);
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p->Send_uint8 (cp->company);
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p->Send_uint32(cp->cmd);
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p->Send_uint32(cp->p1);
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p->Send_uint32(cp->p2);
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@@ -244,7 +244,7 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_CHAT)(NetworkAction action, DestType
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// Data:
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// uint8: ActionID (see network_data.h, NetworkAction)
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// uint8: Destination Type (see network_data.h, DestType);
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// uint16: Destination Player
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// uint16: Destination Company/Client
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// String: Message (max NETWORK_CHAT_LENGTH)
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//
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@@ -290,7 +290,7 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_NAME)(const char *name)
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{
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//
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// Packet: PACKET_CLIENT_SET_NAME
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// Function: Gives the player a new name
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// Function: Gives the client a new name
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// Data:
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// String: Name
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//
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@@ -359,7 +359,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO)
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if (!MY_CLIENT->has_quit && company_info_version == NETWORK_COMPANY_INFO_VERSION) {
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byte total;
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PlayerID current;
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CompanyID current;
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total = p->Recv_uint8();
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@@ -367,21 +367,21 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO)
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if (total == 0) return NETWORK_RECV_STATUS_CLOSE_QUERY;
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current = (Owner)p->Recv_uint8();
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if (current >= MAX_PLAYERS) return NETWORK_RECV_STATUS_CLOSE_QUERY;
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if (current >= MAX_COMPANIES) return NETWORK_RECV_STATUS_CLOSE_QUERY;
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p->Recv_string(_network_player_info[current].company_name, sizeof(_network_player_info[current].company_name));
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_network_player_info[current].inaugurated_year = p->Recv_uint32();
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_network_player_info[current].company_value = p->Recv_uint64();
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_network_player_info[current].money = p->Recv_uint64();
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_network_player_info[current].income = p->Recv_uint64();
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_network_player_info[current].performance = p->Recv_uint16();
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_network_player_info[current].use_password = p->Recv_bool();
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p->Recv_string(_network_company_info[current].company_name, sizeof(_network_company_info[current].company_name));
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_network_company_info[current].inaugurated_year = p->Recv_uint32();
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_network_company_info[current].company_value = p->Recv_uint64();
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_network_company_info[current].money = p->Recv_uint64();
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_network_company_info[current].income = p->Recv_uint64();
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_network_company_info[current].performance = p->Recv_uint16();
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_network_company_info[current].use_password = p->Recv_bool();
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for (i = 0; i < NETWORK_VEHICLE_TYPES; i++)
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_network_player_info[current].num_vehicle[i] = p->Recv_uint16();
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_network_company_info[current].num_vehicle[i] = p->Recv_uint16();
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for (i = 0; i < NETWORK_STATION_TYPES; i++)
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_network_player_info[current].num_station[i] = p->Recv_uint16();
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_network_company_info[current].num_station[i] = p->Recv_uint16();
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p->Recv_string(_network_player_info[current].players, sizeof(_network_player_info[current].players));
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p->Recv_string(_network_company_info[current].clients, sizeof(_network_company_info[current].clients));
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InvalidateWindow(WC_NETWORK_WINDOW, 0);
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@@ -398,7 +398,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO)
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{
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NetworkClientInfo *ci;
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uint16 index = p->Recv_uint16();
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PlayerID playas = (Owner)p->Recv_uint8();
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CompanyID playas = (CompanyID)p->Recv_uint8();
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char name[NETWORK_NAME_LENGTH];
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p->Recv_string(name, sizeof(name));
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@@ -414,7 +414,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO)
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// Client name changed, display the change
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NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, "%s", name);
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} else if (playas != ci->client_playas) {
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// The player changed from client-player..
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// The client changed from client-player..
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// Do not display that for now
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}
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@@ -451,7 +451,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_ERROR)
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/* We made an error in the protocol, and our connection is closed.... */
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case NETWORK_ERROR_NOT_AUTHORIZED:
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case NETWORK_ERROR_NOT_EXPECTED:
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case NETWORK_ERROR_PLAYER_MISMATCH:
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case NETWORK_ERROR_COMPANY_MISMATCH:
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_switch_mode_errorstr = STR_NETWORK_ERR_SERVER_ERROR;
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break;
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case NETWORK_ERROR_FULL:
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@@ -622,21 +622,21 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP)
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// Say we received the map and loaded it correctly!
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SEND_COMMAND(PACKET_CLIENT_MAP_OK)();
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/* New company/spectator (invalid player) or company we want to join is not active
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* Switch local player to spectator and await the server's judgement */
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if (_network_playas == PLAYER_NEW_COMPANY || !IsValidPlayerID(_network_playas)) {
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SetLocalPlayer(PLAYER_SPECTATOR);
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/* New company/spectator (invalid company) or company we want to join is not active
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* Switch local company to spectator and await the server's judgement */
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if (_network_playas == COMPANY_NEW_COMPANY || !IsValidCompanyID(_network_playas)) {
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SetLocalCompany(COMPANY_SPECTATOR);
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if (_network_playas != PLAYER_SPECTATOR) {
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/* We have arrived and ready to start playing; send a command to make a new player;
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if (_network_playas != COMPANY_SPECTATOR) {
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/* We have arrived and ready to start playing; send a command to make a new company;
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* the server will give us a client-id and let us in */
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_network_join_status = NETWORK_JOIN_STATUS_REGISTERING;
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ShowJoinStatusWindow();
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NetworkSend_Command(0, 0, 0, CMD_PLAYER_CTRL, NULL);
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NetworkSend_Command(0, 0, 0, CMD_COMPANY_CTRL, NULL);
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}
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} else {
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// take control over an existing company
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SetLocalPlayer(_network_playas);
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SetLocalCompany(_network_playas);
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}
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}
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@@ -685,7 +685,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_SYNC)
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DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMMAND)
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{
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CommandPacket *cp = MallocT<CommandPacket>(1);
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cp->player = (PlayerID)p->Recv_uint8();
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cp->company = (CompanyID)p->Recv_uint8();
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cp->cmd = p->Recv_uint32();
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cp->p1 = p->Recv_uint32();
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cp->p2 = p->Recv_uint32();
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@@ -733,12 +733,12 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CHAT)
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ci = NetworkFindClientInfoFromIndex(_network_own_client_index);
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break;
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/* For speaking to company or giving money, we need the player-name */
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/* For speaking to company or giving money, we need the company-name */
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case NETWORK_ACTION_GIVE_MONEY:
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if (!IsValidPlayerID(ci_to->client_playas)) return NETWORK_RECV_STATUS_OKAY;
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if (!IsValidCompanyID(ci_to->client_playas)) return NETWORK_RECV_STATUS_OKAY;
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/* fallthrough */
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case NETWORK_ACTION_CHAT_COMPANY: {
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StringID str = IsValidPlayerID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
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StringID str = IsValidCompanyID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS;
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SetDParam(0, ci_to->client_playas);
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GetString(name, str, lastof(name));
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@@ -754,7 +754,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CHAT)
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}
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if (ci != NULL)
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NetworkTextMessage(action, (ConsoleColour)GetDrawStringPlayerColor(ci->client_playas), self_send, name, "%s", msg);
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NetworkTextMessage(action, (ConsoleColour)GetDrawStringCompanyColor(ci->client_playas), self_send, name, "%s", msg);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@@ -831,10 +831,10 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN)
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DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME)
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{
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// To trottle the reconnects a bit, every clients waits
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// his _local_player value before reconnecting
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// PLAYER_SPECTATOR is currently 255, so to avoid long wait periods
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// his _local_company value before reconnecting
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// COMPANY_SPECTATOR is currently 255, so to avoid long wait periods
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// set the max to 10.
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_network_reconnect = min(_local_player + 1, 10);
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_network_reconnect = min(_local_company + 1, 10);
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_switch_mode_errorstr = STR_NETWORK_SERVER_REBOOT;
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return NETWORK_RECV_STATUS_SERVER_ERROR;
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@@ -938,20 +938,20 @@ void NetworkClientSendRcon(const char *password, const char *command)
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SEND_COMMAND(PACKET_CLIENT_RCON)(password, command);
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}
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void NetworkUpdatePlayerName()
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void NetworkUpdateClientName()
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{
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NetworkClientInfo *ci = NetworkFindClientInfoFromIndex(_network_own_client_index);
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if (ci == NULL) return;
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/* Don't change the name if it is the same as the old name */
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if (strcmp(ci->client_name, _settings_client.network.player_name) != 0) {
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if (strcmp(ci->client_name, _settings_client.network.client_name) != 0) {
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if (!_network_server) {
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SEND_COMMAND(PACKET_CLIENT_SET_NAME)(_settings_client.network.player_name);
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SEND_COMMAND(PACKET_CLIENT_SET_NAME)(_settings_client.network.client_name);
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} else {
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if (NetworkFindName(_settings_client.network.player_name)) {
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NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, "%s", _settings_client.network.player_name);
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ttd_strlcpy(ci->client_name, _settings_client.network.player_name, sizeof(ci->client_name));
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if (NetworkFindName(_settings_client.network.client_name)) {
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NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, "%s", _settings_client.network.client_name);
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ttd_strlcpy(ci->client_name, _settings_client.network.client_name, sizeof(ci->client_name));
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NetworkUpdateClientInfo(NETWORK_SERVER_INDEX);
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}
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}
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@@ -965,7 +965,7 @@ void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const
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void NetworkClientSetPassword()
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{
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SEND_COMMAND(PACKET_CLIENT_SET_PASSWORD)(_network_player_info[_local_player].password);
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SEND_COMMAND(PACKET_CLIENT_SET_PASSWORD)(_network_company_info[_local_company].password);
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}
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#endif /* ENABLE_NETWORK */
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