mirror of https://github.com/OpenTTD/OpenTTD.git
Codechange: Move join information into a single structure
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@ -762,9 +762,9 @@ bool NetworkClientConnectGame(NetworkAddress &address, CompanyID join_as, const
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strecpy(_settings_client.network.last_joined, address.GetAddressAsString(false).c_str(), lastof(_settings_client.network.last_joined));
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_network_join_as = join_as;
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_network_join_server_password = join_server_password;
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_network_join_company_password = join_company_password;
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_network_join.company = join_as;
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_network_join.server_password = join_server_password;
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_network_join.company_password = join_company_password;
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NetworkDisconnect();
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NetworkInitialize();
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@ -326,13 +326,8 @@ static uint8 _network_server_max_companies;
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/** Maximum number of spectators of the currently joined server. */
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static uint8 _network_server_max_spectators;
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/** Who would we like to join as. */
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CompanyID _network_join_as;
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/** Login password from -p argument */
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const char *_network_join_server_password = nullptr;
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/** Company password from -P argument */
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const char *_network_join_company_password = nullptr;
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/** Information about the game to join to. */
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NetworkJoinInfo _network_join;
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/** Make sure the server ID length is the same as a md5 hash. */
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static_assert(NETWORK_SERVER_ID_LENGTH == 16 * 2 + 1);
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@ -372,7 +367,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
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p->Send_string(GetNetworkRevisionString());
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p->Send_uint32(_openttd_newgrf_version);
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p->Send_string(_settings_client.network.client_name); // Client name
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p->Send_uint8 (_network_join_as); // PlayAs
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p->Send_uint8 (_network_join.company); // PlayAs
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p->Send_uint8 (0); // Used to be language
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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@ -804,7 +799,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSW
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if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_GAME) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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this->status = STATUS_AUTH_GAME;
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const char *password = _network_join_server_password;
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const char *password = _network_join.server_password;
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if (!StrEmpty(password)) {
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return SendGamePassword(password);
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}
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@ -823,7 +818,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PA
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p->Recv_string(_password_server_id, sizeof(_password_server_id));
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if (this->HasClientQuit()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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const char *password = _network_join_company_password;
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const char *password = _network_join.company_password;
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if (!StrEmpty(password)) {
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return SendCompanyPassword(password);
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}
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@ -945,10 +940,10 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet
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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_join_as == COMPANY_NEW_COMPANY || !Company::IsValidID(_network_join_as)) {
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if (_network_join.company == COMPANY_NEW_COMPANY || !Company::IsValidID(_network_join.company)) {
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SetLocalCompany(COMPANY_SPECTATOR);
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if (_network_join_as != COMPANY_SPECTATOR) {
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if (_network_join.company != 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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@ -957,7 +952,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet
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}
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} else {
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/* take control over an existing company */
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SetLocalCompany(_network_join_as);
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SetLocalCompany(_network_join.company);
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}
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return NETWORK_RECV_STATUS_OKAY;
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@ -112,9 +112,14 @@ typedef ClientNetworkGameSocketHandler MyClient;
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void NetworkClient_Connected();
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void NetworkClientSetCompanyPassword(const char *password);
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extern CompanyID _network_join_as;
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/** Information required to join a server. */
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struct NetworkJoinInfo {
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NetworkJoinInfo() : company(COMPANY_SPECTATOR), server_password(nullptr), company_password(nullptr) {}
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CompanyID company; ///< The company to join.
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const char *server_password; ///< The password of the server to join.
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const char *company_password; ///< The password of the company to join.
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};
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extern const char *_network_join_server_password;
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extern const char *_network_join_company_password;
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extern NetworkJoinInfo _network_join;
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#endif /* NETWORK_CLIENT_H */
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