(svn r20934) -Codechange: move NetworkGetClientName to the server's socket

pull/155/head
rubidium 14 years ago
parent 1ae97e4d0e
commit 04ce759165

@ -137,19 +137,6 @@ NetworkClientSocket *NetworkFindClientStateFromClientID(ClientID client_id)
return NULL;
}
/* NetworkGetClientName is a server-safe function to get the name of the client
* if the user did not send it yet, Client #<no> is used. */
void NetworkGetClientName(char *client_name, size_t size, const NetworkClientSocket *cs)
{
const NetworkClientInfo *ci = cs->GetInfo();
if (StrEmpty(ci->client_name)) {
snprintf(client_name, size, "Client #%4d", cs->client_id);
} else {
ttd_strlcpy(client_name, ci->client_name, size);
}
}
byte NetworkSpectatorCount()
{
const NetworkClientInfo *ci;

@ -168,7 +168,6 @@ void NetworkSyncCommandQueue(NetworkClientSocket *cs);
/* from network.c */
void NetworkError(StringID error_string);
void NetworkTextMessage(NetworkAction action, ConsoleColour colour, bool self_send, const char *name, const char *str = "", int64 data = 0);
void NetworkGetClientName(char *clientname, size_t size, const NetworkClientSocket *cs);
uint NetworkCalculateLag(const NetworkClientSocket *cs);
NetworkClientSocket *NetworkFindClientStateFromClientID(ClientID client_id);
StringID GetNetworkErrorMsg(NetworkErrorCode err);

@ -80,7 +80,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
char client_name[NETWORK_CLIENT_NAME_LENGTH];
NetworkClientSocket *new_cs;
NetworkGetClientName(client_name, sizeof(client_name), this);
this->GetClientName(client_name, sizeof(client_name));
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST);
@ -164,7 +164,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_COMPANY_INFO)
FOR_ALL_CLIENT_SOCKETS(csi) {
char client_name[NETWORK_CLIENT_NAME_LENGTH];
NetworkGetClientName(client_name, sizeof(client_name), csi);
((ServerNetworkGameSocketHandler*)csi)->GetClientName(client_name, sizeof(client_name));
ci = csi->GetInfo();
if (ci != NULL && Company::IsValidID(ci->client_playas)) {
@ -229,7 +229,7 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientSocket *cs, Netw
NetworkClientSocket *new_cs;
char client_name[NETWORK_CLIENT_NAME_LENGTH];
NetworkGetClientName(client_name, sizeof(client_name), cs);
((ServerNetworkGameSocketHandler*)cs)->GetClientName(client_name, sizeof(client_name));
DEBUG(net, 1, "'%s' made an error and has been disconnected. Reason: '%s'", client_name, str);
@ -923,7 +923,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_MAP_OK)
char client_name[NETWORK_CLIENT_NAME_LENGTH];
NetworkClientSocket *new_cs;
NetworkGetClientName(client_name, sizeof(client_name), this);
this->GetClientName(client_name, sizeof(client_name));
NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, NULL, this->client_id);
@ -1039,7 +1039,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_ERROR)
return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
}
NetworkGetClientName(client_name, sizeof(client_name), this);
this->GetClientName(client_name, sizeof(client_name));
StringID strid = GetNetworkErrorMsg(errorno);
GetString(str, strid, lastof(str));
@ -1069,7 +1069,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_QUIT)
return this->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
}
NetworkGetClientName(client_name, sizeof(client_name), this);
this->GetClientName(client_name, sizeof(client_name));
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, STR_NETWORK_MESSAGE_CLIENT_LEAVING);
@ -1810,4 +1810,21 @@ bool NetworkCompanyHasClients(CompanyID company)
return false;
}
/**
* Get the name of the client, if the user did not send it yet, Client #<no> is used.
* @param client_name The variable to write the name to.
* @param size The amount of bytes we can write.
*/
void ServerNetworkGameSocketHandler::GetClientName(char *client_name, size_t size) const
{
const NetworkClientInfo *ci = this->GetInfo();
if (StrEmpty(ci->client_name)) {
snprintf(client_name, size, "Client #%4d", this->client_id);
} else {
ttd_strlcpy(client_name, ci->client_name, size);
}
}
#endif /* ENABLE_NETWORK */

@ -40,6 +40,7 @@ public:
~ServerNetworkGameSocketHandler();
NetworkRecvStatus CloseConnection(NetworkRecvStatus status);
void GetClientName(char *client_name, size_t size) const;
};
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP);

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