(svn r14421) -Codechange: rename all player variables/types to company *or* client so it is immediatelly clear which one you are working with.

This commit is contained in:
rubidium
2008-09-30 20:39:50 +00:00
parent dba193d4a5
commit f56e630e5c
158 changed files with 4661 additions and 4675 deletions

View File

@@ -29,8 +29,8 @@ enum {
NETWORK_UNIQUE_ID_LENGTH = 33, ///< The maximum length of the unique id of the clients, in bytes including '\0'
NETWORK_REVISION_LENGTH = 15, ///< The maximum length of the revision, in bytes including '\0'
NETWORK_PASSWORD_LENGTH = 33, ///< The maximum length of the password, in bytes including '\0' (must be >= NETWORK_UNIQUE_ID_LENGTH)
NETWORK_PLAYERS_LENGTH = 200, ///< The maximum length for the list of players that controls a company, in bytes including '\0'
NETWORK_CLIENT_NAME_LENGTH = 25, ///< The maximum length of a player, in bytes including '\0'
NETWORK_CLIENTS_LENGTH = 200, ///< The maximum length for the list of clients that controls a company, in bytes including '\0'
NETWORK_CLIENT_NAME_LENGTH = 25, ///< The maximum length of a client's name, in bytes including '\0'
NETWORK_RCONCOMMAND_LENGTH = 500, ///< The maximum length of a rconsole command, in bytes including '\0'
NETWORK_CHAT_LENGTH = 900, ///< The maximum length of a chat message, in bytes including '\0'

View File

@@ -17,7 +17,7 @@
/**
* This is the struct used by both client and server
* some fields will be empty on the client (like game_password) by default
* and only filled with data a player enters.
* and only filled with data a client enters.
*/
struct NetworkServerGameInfo {
byte clients_on; ///< Current count of clients on server

View File

@@ -61,7 +61,7 @@ enum {
/** Packet that wraps a command */
struct CommandPacket {
CommandPacket *next; ///< the next command packet (if in queue)
PlayerByte player; ///< player that is executing the command
CompanyByte company; ///< company that is executing the command
uint32 cmd; ///< command being executed
uint32 p1; ///< parameter p1
uint32 p2; ///< parameter p2
@@ -81,7 +81,7 @@ enum ClientStatus {
STATUS_MAP, ///< The client is downloading the map
STATUS_DONE_MAP, ///< The client has downloaded the map
STATUS_PRE_ACTIVE, ///< The client is catching up the delayed frames
STATUS_ACTIVE, ///< The client is an active player in the game
STATUS_ACTIVE, ///< The client is active within in the game
};
/** Base socket handler for all TCP sockets */