/* $Id$ */ /** @file network_base.h Base core network types and some helper functions to access them. */ #ifndef NETWORK_BASE_H #define NETWORK_BASE_H #ifdef ENABLE_NETWORK #include "network_type.h" #include "../core/pool_type.hpp" typedef Pool NetworkClientInfoPool; extern NetworkClientInfoPool _networkclientinfo_pool; struct NetworkClientInfo : NetworkClientInfoPool::PoolItem<&_networkclientinfo_pool> { ClientID client_id; ///< Client identifier (same as ClientState->client_id) char client_name[NETWORK_CLIENT_NAME_LENGTH]; ///< Name of the client byte client_lang; ///< The language of the client CompanyID client_playas; ///< As which company is this client playing (CompanyID) NetworkAddress client_address; ///< IP-address of the client (so he can be banned) Date join_date; ///< Gamedate the client has joined char unique_id[NETWORK_UNIQUE_ID_LENGTH]; ///< Every play sends an unique id so we can indentify him NetworkClientInfo(ClientID client_id = INVALID_CLIENT_ID) : client_id(client_id) {} ~NetworkClientInfo() { client_id = INVALID_CLIENT_ID; } }; #define FOR_ALL_CLIENT_INFOS_FROM(var, start) FOR_ALL_ITEMS_FROM(NetworkClientInfo, clientinfo_index, var, start) #define FOR_ALL_CLIENT_INFOS(var) FOR_ALL_CLIENT_INFOS_FROM(var, 0) #endif /* ENABLE_NETWORK */ #endif /* NETWORK_BASE_H */