Codechange: Replace network related FOR_ALL with range-based for loops
This commit is contained in:
@@ -258,14 +258,13 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
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if (status != NETWORK_RECV_STATUS_CONN_LOST && !this->HasClientQuit() && this->status >= STATUS_AUTHORIZED) {
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/* We did not receive a leave message from this client... */
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char client_name[NETWORK_CLIENT_NAME_LENGTH];
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NetworkClientSocket *new_cs;
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this->GetClientName(client_name, lastof(client_name));
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST);
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/* Inform other clients of this... strange leaving ;) */
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FOR_ALL_CLIENT_SOCKETS(new_cs) {
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for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
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if (new_cs->status > STATUS_AUTHORIZED && this != new_cs) {
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new_cs->SendErrorQuit(this->client_id, NETWORK_ERROR_CONNECTION_LOST);
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}
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@@ -310,8 +309,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
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/** Send the packets for the server sockets. */
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/* static */ void ServerNetworkGameSocketHandler::Send()
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{
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NetworkClientSocket *cs;
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FOR_ALL_CLIENT_SOCKETS(cs) {
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for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
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if (cs->writable) {
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if (cs->SendPackets() != SPS_CLOSED && cs->status == STATUS_MAP) {
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/* This client is in the middle of a map-send, call the function for that */
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@@ -354,7 +352,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyInfo()
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/* Make a list of all clients per company */
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char clients[MAX_COMPANIES][NETWORK_CLIENTS_LENGTH];
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NetworkClientSocket *csi;
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memset(clients, 0, sizeof(clients));
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/* Add the local player (if not dedicated) */
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@@ -363,7 +360,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyInfo()
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strecpy(clients[ci->client_playas], ci->client_name, lastof(clients[ci->client_playas]));
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}
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FOR_ALL_CLIENT_SOCKETS(csi) {
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for (NetworkClientSocket *csi : NetworkClientSocket::Iterate()) {
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char client_name[NETWORK_CLIENT_NAME_LENGTH];
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((ServerNetworkGameSocketHandler*)csi)->GetClientName(client_name, lastof(client_name));
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@@ -424,7 +421,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode err
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/* Only send when the current client was in game */
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if (this->status > STATUS_AUTHORIZED) {
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NetworkClientSocket *new_cs;
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char client_name[NETWORK_CLIENT_NAME_LENGTH];
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this->GetClientName(client_name, lastof(client_name));
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@@ -433,7 +429,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode err
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, strid);
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FOR_ALL_CLIENT_SOCKETS(new_cs) {
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for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
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if (new_cs->status > STATUS_AUTHORIZED && new_cs != this) {
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/* Some errors we filter to a more general error. Clients don't have to know the real
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* reason a joining failed. */
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@@ -509,7 +505,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedCompanyPassword()
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NetworkRecvStatus ServerNetworkGameSocketHandler::SendWelcome()
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{
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Packet *p;
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NetworkClientSocket *new_cs;
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/* Invalid packet when status is AUTH or higher */
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if (this->status >= STATUS_AUTHORIZED) return this->CloseConnection(NETWORK_RECV_STATUS_MALFORMED_PACKET);
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@@ -527,7 +522,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendWelcome()
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this->SendPacket(p);
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/* Transmit info about all the active clients */
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FOR_ALL_CLIENT_SOCKETS(new_cs) {
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for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
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if (new_cs != this && new_cs->status > STATUS_AUTHORIZED) {
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this->SendClientInfo(new_cs->GetInfo());
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}
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@@ -540,11 +535,10 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendWelcome()
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NetworkRecvStatus ServerNetworkGameSocketHandler::SendWait()
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{
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int waiting = 0;
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NetworkClientSocket *new_cs;
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Packet *p;
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/* Count how many clients are waiting in the queue, in front of you! */
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FOR_ALL_CLIENT_SOCKETS(new_cs) {
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for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
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if (new_cs->status != STATUS_MAP_WAIT) continue;
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if (new_cs->GetInfo()->join_date < this->GetInfo()->join_date || (new_cs->GetInfo()->join_date == this->GetInfo()->join_date && new_cs->client_id < this->client_id)) waiting++;
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}
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@@ -611,9 +605,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
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this->status = STATUS_DONE_MAP;
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/* Find the best candidate for joining, i.e. the first joiner. */
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NetworkClientSocket *new_cs;
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NetworkClientSocket *best = nullptr;
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FOR_ALL_CLIENT_SOCKETS(new_cs) {
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for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
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if (new_cs->status == STATUS_MAP_WAIT) {
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if (best == nullptr || best->GetInfo()->join_date > new_cs->GetInfo()->join_date || (best->GetInfo()->join_date == new_cs->GetInfo()->join_date && best->client_id > new_cs->client_id)) {
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best = new_cs;
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@@ -628,7 +621,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
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best->SendMap();
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/* And update the rest. */
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FOR_ALL_CLIENT_SOCKETS(new_cs) {
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for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
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if (new_cs->status == STATUS_MAP_WAIT) new_cs->SendWait();
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}
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}
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@@ -1000,7 +993,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWOR
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NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet *p)
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{
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NetworkClientSocket *new_cs;
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/* The client was never joined.. so this is impossible, right?
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* Ignore the packet, give the client a warning, and close his connection */
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if (this->status < STATUS_AUTHORIZED || this->HasClientQuit()) {
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@@ -1008,7 +1000,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet *
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}
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/* Check if someone else is receiving the map */
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FOR_ALL_CLIENT_SOCKETS(new_cs) {
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for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
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if (new_cs->status == STATUS_MAP) {
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/* Tell the new client to wait */
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this->status = STATUS_MAP_WAIT;
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@@ -1025,7 +1017,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *
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/* Client has the map, now start syncing */
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if (this->status == STATUS_DONE_MAP && !this->HasClientQuit()) {
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char client_name[NETWORK_CLIENT_NAME_LENGTH];
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NetworkClientSocket *new_cs;
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this->GetClientName(client_name, lastof(client_name));
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@@ -1043,7 +1034,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *
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this->last_frame = _frame_counter;
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this->last_frame_server = _frame_counter;
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FOR_ALL_CLIENT_SOCKETS(new_cs) {
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for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
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if (new_cs->status > STATUS_AUTHORIZED) {
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new_cs->SendClientInfo(this->GetInfo());
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new_cs->SendJoin(this->client_id);
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@@ -1135,7 +1126,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p
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{
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/* This packets means a client noticed an error and is reporting this
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* to us. Display the error and report it to the other clients */
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NetworkClientSocket *new_cs;
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char str[100];
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char client_name[NETWORK_CLIENT_NAME_LENGTH];
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NetworkErrorCode errorno = (NetworkErrorCode)p->Recv_uint8();
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@@ -1154,7 +1144,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, strid);
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FOR_ALL_CLIENT_SOCKETS(new_cs) {
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for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
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if (new_cs->status > STATUS_AUTHORIZED) {
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new_cs->SendErrorQuit(this->client_id, errorno);
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}
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@@ -1169,7 +1159,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p)
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{
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/* The client wants to leave. Display this and report it to the other
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* clients. */
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NetworkClientSocket *new_cs;
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char client_name[NETWORK_CLIENT_NAME_LENGTH];
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/* The client was never joined.. thank the client for the packet, but ignore it */
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@@ -1181,7 +1170,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p)
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, STR_NETWORK_MESSAGE_CLIENT_LEAVING);
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FOR_ALL_CLIENT_SOCKETS(new_cs) {
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for (NetworkClientSocket *new_cs : NetworkClientSocket::Iterate()) {
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if (new_cs->status > STATUS_AUTHORIZED && new_cs != this) {
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new_cs->SendQuit(this->client_id);
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}
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@@ -1250,7 +1239,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p)
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*/
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void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, const char *msg, ClientID from_id, int64 data, bool from_admin)
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{
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NetworkClientSocket *cs;
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const NetworkClientInfo *ci, *ci_own, *ci_to;
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switch (desttype) {
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@@ -1268,7 +1256,7 @@ void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, co
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}
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} else {
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/* Else find the client to send the message to */
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FOR_ALL_CLIENT_SOCKETS(cs) {
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for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
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if (cs->client_id == (ClientID)dest) {
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cs->SendChat(action, from_id, false, msg, data);
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break;
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@@ -1285,7 +1273,7 @@ void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, co
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NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), true, ci_to->client_name, msg, data);
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}
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} else {
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FOR_ALL_CLIENT_SOCKETS(cs) {
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for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
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if (cs->client_id == from_id) {
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cs->SendChat(action, (ClientID)dest, true, msg, data);
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break;
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@@ -1299,7 +1287,7 @@ void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, co
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bool show_local = true;
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/* Find all clients that belong to this company */
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ci_to = nullptr;
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FOR_ALL_CLIENT_SOCKETS(cs) {
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for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
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ci = cs->GetInfo();
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if (ci != nullptr && ci->client_playas == (CompanyID)dest) {
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cs->SendChat(action, from_id, false, msg, data);
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@@ -1333,7 +1321,7 @@ void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, co
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GetString(name, str, lastof(name));
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NetworkTextMessage(action, GetDrawStringCompanyColour(ci_own->client_playas), true, name, msg, data);
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} else {
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FOR_ALL_CLIENT_SOCKETS(cs) {
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for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
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if (cs->client_id == from_id) {
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cs->SendChat(action, ci_to->client_id, true, msg, data);
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}
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@@ -1347,7 +1335,7 @@ void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, co
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FALLTHROUGH;
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case DESTTYPE_BROADCAST:
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FOR_ALL_CLIENT_SOCKETS(cs) {
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for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
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cs->SendChat(action, from_id, false, msg, data);
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}
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@@ -1584,14 +1572,13 @@ void NetworkPopulateCompanyStats(NetworkCompanyStats *stats)
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*/
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void NetworkUpdateClientInfo(ClientID client_id)
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{
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NetworkClientSocket *cs;
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NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
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if (ci == nullptr) return;
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DEBUG(desync, 1, "client: %08x; %02x; %02x; %04x", _date, _date_fract, (int)ci->client_playas, client_id);
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FOR_ALL_CLIENT_SOCKETS(cs) {
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for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
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cs->SendClientInfo(ci);
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}
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@@ -1616,7 +1603,6 @@ static void NetworkCheckRestartMap()
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*/
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static void NetworkAutoCleanCompanies()
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{
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const NetworkClientInfo *ci;
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bool clients_in_company[MAX_COMPANIES];
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int vehicles_in_company[MAX_COMPANIES];
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@@ -1625,12 +1611,12 @@ static void NetworkAutoCleanCompanies()
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memset(clients_in_company, 0, sizeof(clients_in_company));
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/* Detect the active companies */
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FOR_ALL_CLIENT_INFOS(ci) {
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for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
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if (Company::IsValidID(ci->client_playas)) clients_in_company[ci->client_playas] = true;
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}
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if (!_network_dedicated) {
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ci = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
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const NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
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if (Company::IsValidID(ci->client_playas)) clients_in_company[ci->client_playas] = true;
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}
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@@ -1695,10 +1681,8 @@ bool NetworkFindName(char *new_name, const char *last)
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strecpy(original_name, new_name, lastof(original_name));
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while (!found_name) {
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const NetworkClientInfo *ci;
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found_name = true;
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FOR_ALL_CLIENT_INFOS(ci) {
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for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
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if (strcmp(ci->client_name, new_name) == 0) {
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/* Name already in use */
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found_name = false;
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@@ -1706,7 +1690,7 @@ bool NetworkFindName(char *new_name, const char *last)
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}
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}
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/* Check if it is the same as the server-name */
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ci = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
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const NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER);
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if (ci != nullptr) {
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if (strcmp(ci->client_name, new_name) == 0) found_name = false; // name already in use
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}
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@@ -1731,13 +1715,12 @@ bool NetworkFindName(char *new_name, const char *last)
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*/
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bool NetworkServerChangeClientName(ClientID client_id, const char *new_name)
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{
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NetworkClientInfo *ci;
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/* Check if the name's already in use */
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FOR_ALL_CLIENT_INFOS(ci) {
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for (NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
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if (strcmp(ci->client_name, new_name) == 0) return false;
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}
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ci = NetworkClientInfo::GetByClientID(client_id);
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NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
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if (ci == nullptr) return false;
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NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, true, ci->client_name, new_name);
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@@ -1785,7 +1768,6 @@ static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
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*/
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void NetworkServer_Tick(bool send_frame)
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{
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NetworkClientSocket *cs;
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#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
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bool send_sync = false;
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#endif
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@@ -1799,7 +1781,7 @@ void NetworkServer_Tick(bool send_frame)
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/* Now we are done with the frame, inform the clients that they can
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* do their frame! */
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FOR_ALL_CLIENT_SOCKETS(cs) {
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for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
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/* We allow a number of bytes per frame, but only to the burst amount
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* to be available for packet receiving at any particular time. */
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cs->receive_limit = min(cs->receive_limit + _settings_client.network.bytes_per_frame,
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@@ -1956,8 +1938,7 @@ void NetworkServerShowStatusToConsole()
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};
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assert_compile(lengthof(stat_str) == NetworkClientSocket::STATUS_END);
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NetworkClientSocket *cs;
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FOR_ALL_CLIENT_SOCKETS(cs) {
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for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
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NetworkClientInfo *ci = cs->GetInfo();
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if (ci == nullptr) continue;
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uint lag = NetworkCalculateLag(cs);
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@@ -1976,9 +1957,7 @@ void NetworkServerShowStatusToConsole()
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*/
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void NetworkServerSendConfigUpdate()
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{
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NetworkClientSocket *cs;
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FOR_ALL_CLIENT_SOCKETS(cs) {
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for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
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if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendConfigUpdate();
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}
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}
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@@ -1995,8 +1974,7 @@ void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded)
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SB(_network_company_passworded, company_id, 1, !!passworded);
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SetWindowClassesDirty(WC_COMPANY);
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NetworkClientSocket *cs;
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FOR_ALL_CLIENT_SOCKETS(cs) {
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for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
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if (cs->status >= NetworkClientSocket::STATUS_PRE_ACTIVE) cs->SendCompanyUpdate();
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}
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@@ -2090,8 +2068,7 @@ uint NetworkServerKickOrBanIP(const char *ip, bool ban)
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uint n = 0;
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/* There can be multiple clients with the same IP, kick them all */
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NetworkClientSocket *cs;
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FOR_ALL_CLIENT_SOCKETS(cs) {
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for (NetworkClientSocket *cs : NetworkClientSocket::Iterate()) {
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if (cs->client_id == CLIENT_ID_SERVER) continue;
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if (cs->client_address.IsInNetmask(ip)) {
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NetworkServerKickClient(cs->client_id);
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@@ -2109,8 +2086,7 @@ uint NetworkServerKickOrBanIP(const char *ip, bool ban)
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*/
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bool NetworkCompanyHasClients(CompanyID company)
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{
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const NetworkClientInfo *ci;
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FOR_ALL_CLIENT_INFOS(ci) {
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for (const NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
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if (ci->client_playas == company) return true;
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}
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return false;
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@@ -2138,8 +2114,7 @@ void ServerNetworkGameSocketHandler::GetClientName(char *client_name, const char
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*/
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void NetworkPrintClients()
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{
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NetworkClientInfo *ci;
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FOR_ALL_CLIENT_INFOS(ci) {
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for (NetworkClientInfo *ci : NetworkClientInfo::Iterate()) {
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if (_network_server) {
|
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IConsolePrintF(CC_INFO, "Client #%1d name: '%s' company: %1d IP: %s",
|
||||
ci->client_id,
|
||||
|
Reference in New Issue
Block a user