/* $Id$ */ /** @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" struct NetworkClientInfo { 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) uint32 client_ip; ///< 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 inline bool IsValid() const { return client_id != INVALID_CLIENT_ID; } }; static NetworkClientInfo *GetNetworkClientInfo(int ci) { extern NetworkClientInfo _network_client_info[MAX_CLIENT_INFO]; return &_network_client_info[ci]; } static inline bool IsValidNetworkClientInfoIndex(ClientIndex index) { return (uint)index < MAX_CLIENT_INFO && GetNetworkClientInfo(index)->IsValid(); } #define FOR_ALL_CLIENT_INFOS_FROM(d, start) for (ci = GetNetworkClientInfo(start); ci != GetNetworkClientInfo(MAX_CLIENT_INFO); ci++) if (ci->IsValid()) #define FOR_ALL_CLIENT_INFOS(d) FOR_ALL_CLIENT_INFOS_FROM(d, 0) #endif /* ENABLE_NETWORK */ #endif /* NETWORK_BASE_H */