Codechange: [Network] Remove overload on NetworkValidateClientName

Rename the zero-parameter NetworkValidateClientName to NetworkValidateOurClientName to make it clearer it is performed on our client name, and to make it a non-overloaded function to aid with the variant being added a few commits later
This commit is contained in:
rubidium42 2021-06-21 18:29:21 +02:00 committed by Patric Stout
parent 0013673faf
commit cdf9caf8ea
4 changed files with 5 additions and 5 deletions

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@ -795,7 +795,7 @@ bool NetworkClientConnectGame(const std::string &connection_string, CompanyID de
std::string resolved_connection_string = ParseGameConnectionString(connection_string, NETWORK_DEFAULT_PORT, &join_as).GetAddressAsString(false); std::string resolved_connection_string = ParseGameConnectionString(connection_string, NETWORK_DEFAULT_PORT, &join_as).GetAddressAsString(false);
if (!_network_available) return false; if (!_network_available) return false;
if (!NetworkValidateClientName()) return false; if (!NetworkValidateOurClientName()) return false;
_network_join.connection_string = resolved_connection_string; _network_join.connection_string = resolved_connection_string;
_network_join.company = join_as; _network_join.company = join_as;

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@ -1338,7 +1338,7 @@ bool NetworkValidateClientName(std::string &client_name)
* See \c NetworkValidateClientName(char*) for details about the functionality. * See \c NetworkValidateClientName(char*) for details about the functionality.
* @return True iff the client name is valid. * @return True iff the client name is valid.
*/ */
bool NetworkValidateClientName() bool NetworkValidateOurClientName()
{ {
return NetworkValidateClientName(_settings_client.network.client_name); return NetworkValidateClientName(_settings_client.network.client_name);
} }

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@ -36,7 +36,7 @@ extern StringList _network_ban_list;
byte NetworkSpectatorCount(); byte NetworkSpectatorCount();
bool NetworkIsValidClientName(const std::string_view client_name); bool NetworkIsValidClientName(const std::string_view client_name);
bool NetworkValidateClientName(); bool NetworkValidateOurClientName();
bool NetworkValidateClientName(std::string &client_name); bool NetworkValidateClientName(std::string &client_name);
bool NetworkValidateServerName(std::string &server_name); bool NetworkValidateServerName(std::string &server_name);
void NetworkUpdateClientName(const std::string &client_name); void NetworkUpdateClientName(const std::string &client_name);

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@ -1263,7 +1263,7 @@ static WindowDesc _network_start_server_window_desc(
static void ShowNetworkStartServerWindow() static void ShowNetworkStartServerWindow()
{ {
if (!NetworkValidateClientName()) return; if (!NetworkValidateOurClientName()) return;
CloseWindowById(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_GAME); CloseWindowById(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_GAME);
CloseWindowById(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_LOBBY); CloseWindowById(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_LOBBY);
@ -1557,7 +1557,7 @@ static WindowDesc _network_lobby_window_desc(
*/ */
static void ShowNetworkLobbyWindow(NetworkGameList *ngl) static void ShowNetworkLobbyWindow(NetworkGameList *ngl)
{ {
if (!NetworkValidateClientName()) return; if (!NetworkValidateOurClientName()) return;
CloseWindowById(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_START); CloseWindowById(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_START);
CloseWindowById(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_GAME); CloseWindowById(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_GAME);