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Codechange: rename ClientIndex to ClientPoolID
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@ -872,7 +872,7 @@ CommandCost CmdCompanyCtrl(DoCommandFlag flags, CompanyCtrlAction cca, CompanyID
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/* This command is only executed in a multiplayer game */
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/* This command is only executed in a multiplayer game */
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if (!_networking) return CMD_ERROR;
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if (!_networking) return CMD_ERROR;
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/* Has the network client a correct ClientIndex? */
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/* Has the network client a correct ClientID? */
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if (!(flags & DC_EXEC)) return CommandCost();
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if (!(flags & DC_EXEC)) return CommandCost();
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NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
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NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);
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@ -17,7 +17,7 @@
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#include "../timer/timer_game_economy.h"
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#include "../timer/timer_game_economy.h"
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/** Type for the pool with client information. */
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/** Type for the pool with client information. */
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typedef Pool<NetworkClientInfo, ClientIndex, 8, MAX_CLIENT_SLOTS, PT_NCLIENT> NetworkClientInfoPool;
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using NetworkClientInfoPool = Pool<NetworkClientInfo, ClientPoolID, 8, MAX_CLIENT_SLOTS, PT_NCLIENT>;
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extern NetworkClientInfoPool _networkclientinfo_pool;
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extern NetworkClientInfoPool _networkclientinfo_pool;
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/** Container for all information known about a client. */
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/** Container for all information known about a client. */
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@ -17,7 +17,7 @@ class ServerNetworkGameSocketHandler;
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/** Make the code look slightly nicer/simpler. */
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/** Make the code look slightly nicer/simpler. */
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typedef ServerNetworkGameSocketHandler NetworkClientSocket;
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typedef ServerNetworkGameSocketHandler NetworkClientSocket;
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/** Pool with all client sockets. */
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/** Pool with all client sockets. */
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typedef Pool<NetworkClientSocket, ClientIndex, 8, MAX_CLIENT_SLOTS, PT_NCLIENT> NetworkClientSocketPool;
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using NetworkClientSocketPool = Pool<NetworkClientSocket, ClientPoolID, 8, MAX_CLIENT_SLOTS, PT_NCLIENT>;
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extern NetworkClientSocketPool _networkclientsocket_pool;
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extern NetworkClientSocketPool _networkclientsocket_pool;
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/** Class for handling the server side of the game connection. */
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/** Class for handling the server side of the game connection. */
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@ -52,8 +52,8 @@ enum ClientID : uint32_t {
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CLIENT_ID_FIRST = 2, ///< The first client ID
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CLIENT_ID_FIRST = 2, ///< The first client ID
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};
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};
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/** Indices into the client tables */
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/** Indices into the client related pools */
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typedef uint8_t ClientIndex;
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typedef uint8_t ClientPoolID;
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/** Indices into the admin tables. */
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/** Indices into the admin tables. */
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typedef uint8_t AdminID;
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typedef uint8_t AdminID;
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