(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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@@ -29,8 +29,8 @@ enum {
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NETWORK_UNIQUE_ID_LENGTH = 33, ///< The maximum length of the unique id of the clients, in bytes including '\0'
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NETWORK_REVISION_LENGTH = 15, ///< The maximum length of the revision, in bytes including '\0'
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NETWORK_PASSWORD_LENGTH = 33, ///< The maximum length of the password, in bytes including '\0' (must be >= NETWORK_UNIQUE_ID_LENGTH)
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NETWORK_PLAYERS_LENGTH = 200, ///< The maximum length for the list of players that controls a company, in bytes including '\0'
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NETWORK_CLIENT_NAME_LENGTH = 25, ///< The maximum length of a player, in bytes including '\0'
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NETWORK_CLIENTS_LENGTH = 200, ///< The maximum length for the list of clients that controls a company, in bytes including '\0'
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NETWORK_CLIENT_NAME_LENGTH = 25, ///< The maximum length of a client's name, in bytes including '\0'
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NETWORK_RCONCOMMAND_LENGTH = 500, ///< The maximum length of a rconsole command, in bytes including '\0'
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NETWORK_CHAT_LENGTH = 900, ///< The maximum length of a chat message, in bytes including '\0'
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@@ -17,7 +17,7 @@
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/**
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* This is the struct used by both client and server
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* some fields will be empty on the client (like game_password) by default
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* and only filled with data a player enters.
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* and only filled with data a client enters.
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*/
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struct NetworkServerGameInfo {
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byte clients_on; ///< Current count of clients on server
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@@ -61,7 +61,7 @@ enum {
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/** Packet that wraps a command */
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struct CommandPacket {
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CommandPacket *next; ///< the next command packet (if in queue)
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PlayerByte player; ///< player that is executing the command
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CompanyByte company; ///< company that is executing the command
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uint32 cmd; ///< command being executed
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uint32 p1; ///< parameter p1
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uint32 p2; ///< parameter p2
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@@ -81,7 +81,7 @@ enum ClientStatus {
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STATUS_MAP, ///< The client is downloading the map
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STATUS_DONE_MAP, ///< The client has downloaded the map
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STATUS_PRE_ACTIVE, ///< The client is catching up the delayed frames
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STATUS_ACTIVE, ///< The client is an active player in the game
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STATUS_ACTIVE, ///< The client is active within in the game
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};
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/** Base socket handler for all TCP sockets */
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