mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r20934) -Codechange: move NetworkGetClientName to the server's socket
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@ -137,19 +137,6 @@ NetworkClientSocket *NetworkFindClientStateFromClientID(ClientID client_id)
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return NULL;
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}
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/* NetworkGetClientName is a server-safe function to get the name of the client
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* if the user did not send it yet, Client #<no> is used. */
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void NetworkGetClientName(char *client_name, size_t size, const NetworkClientSocket *cs)
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{
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const NetworkClientInfo *ci = cs->GetInfo();
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if (StrEmpty(ci->client_name)) {
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snprintf(client_name, size, "Client #%4d", cs->client_id);
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} else {
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ttd_strlcpy(client_name, ci->client_name, size);
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}
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}
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byte NetworkSpectatorCount()
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{
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const NetworkClientInfo *ci;
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@ -168,7 +168,6 @@ void NetworkSyncCommandQueue(NetworkClientSocket *cs);
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/* from network.c */
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void NetworkError(StringID error_string);
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void NetworkTextMessage(NetworkAction action, ConsoleColour colour, bool self_send, const char *name, const char *str = "", int64 data = 0);
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void NetworkGetClientName(char *clientname, size_t size, const NetworkClientSocket *cs);
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uint NetworkCalculateLag(const NetworkClientSocket *cs);
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NetworkClientSocket *NetworkFindClientStateFromClientID(ClientID client_id);
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StringID GetNetworkErrorMsg(NetworkErrorCode err);
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@ -80,7 +80,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
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char client_name[NETWORK_CLIENT_NAME_LENGTH];
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NetworkClientSocket *new_cs;
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NetworkGetClientName(client_name, sizeof(client_name), this);
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this->GetClientName(client_name, sizeof(client_name));
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST);
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@ -164,7 +164,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_COMPANY_INFO)
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FOR_ALL_CLIENT_SOCKETS(csi) {
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char client_name[NETWORK_CLIENT_NAME_LENGTH];
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NetworkGetClientName(client_name, sizeof(client_name), csi);
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((ServerNetworkGameSocketHandler*)csi)->GetClientName(client_name, sizeof(client_name));
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ci = csi->GetInfo();
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if (ci != NULL && Company::IsValidID(ci->client_playas)) {
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@ -229,7 +229,7 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientSocket *cs, Netw
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NetworkClientSocket *new_cs;
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char client_name[NETWORK_CLIENT_NAME_LENGTH];
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NetworkGetClientName(client_name, sizeof(client_name), cs);
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((ServerNetworkGameSocketHandler*)cs)->GetClientName(client_name, sizeof(client_name));
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DEBUG(net, 1, "'%s' made an error and has been disconnected. Reason: '%s'", client_name, str);
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@ -923,7 +923,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_MAP_OK)
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char client_name[NETWORK_CLIENT_NAME_LENGTH];
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NetworkClientSocket *new_cs;
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NetworkGetClientName(client_name, sizeof(client_name), this);
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this->GetClientName(client_name, sizeof(client_name));
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NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, NULL, this->client_id);
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@ -1039,7 +1039,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_ERROR)
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return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
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}
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NetworkGetClientName(client_name, sizeof(client_name), this);
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this->GetClientName(client_name, sizeof(client_name));
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StringID strid = GetNetworkErrorMsg(errorno);
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GetString(str, strid, lastof(str));
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@ -1069,7 +1069,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_QUIT)
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return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
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}
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NetworkGetClientName(client_name, sizeof(client_name), this);
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this->GetClientName(client_name, sizeof(client_name));
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NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, STR_NETWORK_MESSAGE_CLIENT_LEAVING);
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@ -1810,4 +1810,21 @@ bool NetworkCompanyHasClients(CompanyID company)
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return false;
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}
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/**
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* Get the name of the client, if the user did not send it yet, Client #<no> is used.
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* @param client_name The variable to write the name to.
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* @param size The amount of bytes we can write.
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*/
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void ServerNetworkGameSocketHandler::GetClientName(char *client_name, size_t size) const
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{
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const NetworkClientInfo *ci = this->GetInfo();
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if (StrEmpty(ci->client_name)) {
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snprintf(client_name, size, "Client #%4d", this->client_id);
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} else {
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ttd_strlcpy(client_name, ci->client_name, size);
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}
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}
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#endif /* ENABLE_NETWORK */
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@ -40,6 +40,7 @@ public:
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~ServerNetworkGameSocketHandler();
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NetworkRecvStatus CloseConnection(NetworkRecvStatus status);
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void GetClientName(char *client_name, size_t size) const;
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};
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DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP);
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