Feature: [Network] Ensure players fill in a name instead of defaulting to "Player"

This commit is contained in:
rubidium42
2021-04-22 08:01:52 +02:00
committed by rubidium42
parent 5202869f0f
commit bfb0ab3e2f
5 changed files with 48 additions and 5 deletions

View File

@@ -1264,6 +1264,42 @@ bool NetworkIsValidClientName(const char *client_name)
return true;
}
/**
* Trim the given client name in place, i.e. remove leading and trailing spaces.
* After the trim check whether the client name is valid. A client name is valid
* whenever the name is not empty and does not start with spaces. This check is
* done via \c NetworkIsValidClientName.
* When the client name is valid, this function returns true.
* When the client name is not valid a GUI error message is shown telling the
* user to set the client name and this function returns false.
*
* This function is not suitable for ensuring a valid client name at the server
* as the error message will then be shown to the host instead of the client.
* @param client_name The client name to validate. It will be trimmed of leading
* and trailing spaces.
* @return True iff the client name is valid.
*/
bool NetworkValidateClientName(char *client_name)
{
StrTrimInPlace(client_name);
if (NetworkIsValidClientName(client_name)) return true;
ShowErrorMessage(STR_NETWORK_ERROR_BAD_PLAYER_NAME, INVALID_STRING_ID, WL_ERROR);
return false;
}
/**
* Convenience method for NetworkValidateClientName on _settings_client.network.client_name.
* It trims the client name and checks whether it is empty. When it is empty
* an error message is shown to the GUI user.
* See \c NetworkValidateClientName(char*) for details about the functionality.
* @return True iff the client name is valid.
*/
bool NetworkValidateClientName()
{
return NetworkValidateClientName(_settings_client.network.client_name);
}
/**
* Send the server our name.
*/