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(svn r14725) -Change: make it clearer why (and that) MAX_CLIENTS isn't the amount of slots in the array, but one less as a dedicated server takes a slot too.
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@ -812,7 +812,8 @@ CommandCost CmdCompanyCtrl(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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/* Has the network client a correct ClientIndex? */
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if (!(flags & DC_EXEC)) return CommandCost();
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if (cid >= MAX_CLIENT_INFO) return CommandCost();
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NetworkClientInfo *ci = NetworkFindClientInfoFromIndex(cid);
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if (ci != NULL) return CommandCost();
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/* Delete multiplayer progress bar */
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DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
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@ -822,7 +823,6 @@ CommandCost CmdCompanyCtrl(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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/* A new company could not be created, revert to being a spectator */
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if (c == NULL) {
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if (_network_server) {
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NetworkClientInfo *ci = NetworkFindClientInfoFromIndex(cid);
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ci->client_playas = COMPANY_SPECTATOR;
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NetworkUpdateClientInfo(ci->client_id);
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} else if (_local_company == COMPANY_SPECTATOR) {
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@ -858,7 +858,6 @@ CommandCost CmdCompanyCtrl(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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/* XXX - UGLY! p2 (pid) is mis-used to fetch the client-id, done at
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* server-side in network_server.c:838, function
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* DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND) */
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NetworkClientInfo *ci = NetworkFindClientInfoFromIndex(cid);
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ci->client_playas = c->index;
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NetworkUpdateClientInfo(ci->client_id);
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@ -50,7 +50,7 @@ bool _network_available; ///< is network mode available?
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bool _network_dedicated; ///< are we a dedicated server?
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bool _is_network_server; ///< Does this client wants to be a network-server?
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NetworkServerGameInfo _network_game_info;
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NetworkClientInfo _network_client_info[MAX_CLIENT_INFO];
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NetworkClientInfo _network_client_info[MAX_CLIENT_SLOTS];
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NetworkCompanyState *_network_company_states = NULL;
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ClientID _network_own_client_id;
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ClientID _redirect_console_to_client;
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@ -827,9 +827,9 @@ static void NetworkInitGameInfo()
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_network_game_info.clients_on = _network_dedicated ? 0 : 1;
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_network_game_info.start_date = ConvertYMDToDate(_settings_game.game_creation.starting_year, 0, 1);
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// We use _network_client_info[MAX_CLIENT_INFO - 1] to store the server-data in it
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// We use _network_client_info[MAX_CLIENT_SLOTS - 1] to store the server-data in it
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// The client identifier is CLIENT_ID_SERVER ( = 1)
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ci = &_network_client_info[MAX_CLIENT_INFO - 1];
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ci = &_network_client_info[MAX_CLIENT_SLOTS - 1];
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memset(ci, 0, sizeof(*ci));
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ci->client_id = CLIENT_ID_SERVER;
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@ -23,16 +23,16 @@ struct NetworkClientInfo {
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static NetworkClientInfo *GetNetworkClientInfo(int ci)
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{
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extern NetworkClientInfo _network_client_info[MAX_CLIENT_INFO];
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extern NetworkClientInfo _network_client_info[MAX_CLIENT_SLOTS];
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return &_network_client_info[ci];
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}
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static inline bool IsValidNetworkClientInfoIndex(ClientIndex index)
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{
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return (uint)index < MAX_CLIENT_INFO && GetNetworkClientInfo(index)->IsValid();
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return (uint)index < MAX_CLIENT_SLOTS && GetNetworkClientInfo(index)->IsValid();
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}
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#define FOR_ALL_CLIENT_INFOS_FROM(d, start) for (ci = GetNetworkClientInfo(start); ci != GetNetworkClientInfo(MAX_CLIENT_INFO); ci++) if (ci->IsValid())
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#define FOR_ALL_CLIENT_INFOS_FROM(d, start) for (ci = GetNetworkClientInfo(start); ci != GetNetworkClientInfo(MAX_CLIENT_SLOTS); ci++) if (ci->IsValid())
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#define FOR_ALL_CLIENT_INFOS(d) FOR_ALL_CLIENT_INFOS_FROM(d, 0)
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#endif /* ENABLE_NETWORK */
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@ -299,19 +299,19 @@ struct NetworkChatWindow : public QueryStringBaseWindow {
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static char chat_tab_temp_buffer[64];
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/* First, try clients */
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if (*item < MAX_CLIENT_INFO) {
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if (*item < MAX_CLIENT_SLOTS) {
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/* Skip inactive clients */
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while (GetNetworkClientInfo(*item)->client_id == INVALID_CLIENT_ID && *item < MAX_CLIENT_INFO) (*item)++;
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if (*item < MAX_CLIENT_INFO) return GetNetworkClientInfo(*item)->client_name;
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while (GetNetworkClientInfo(*item)->client_id == INVALID_CLIENT_ID && *item < MAX_CLIENT_SLOTS) (*item)++;
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if (*item < MAX_CLIENT_SLOTS) return GetNetworkClientInfo(*item)->client_name;
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}
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/* Then, try townnames */
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/* Not that the following assumes all town indices are adjacent, ie no
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* towns have been deleted. */
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if (*item <= (uint)MAX_CLIENT_INFO + GetMaxTownIndex()) {
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if (*item <= (uint)MAX_CLIENT_SLOTS + GetMaxTownIndex()) {
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const Town *t;
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FOR_ALL_TOWNS_FROM(t, *item - MAX_CLIENT_INFO) {
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FOR_ALL_TOWNS_FROM(t, *item - MAX_CLIENT_SLOTS) {
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/* Get the town-name via the string-system */
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SetDParam(0, t->index);
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GetString(chat_tab_temp_buffer, STR_TOWN, lastof(chat_tab_temp_buffer));
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@ -37,8 +37,8 @@ enum ClientID {
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/** Indices into the client tables */
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enum ClientIndex {
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/** Do not change this next line. It should _ALWAYS_ be MAX_CLIENTS + 1 */
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MAX_CLIENT_INFO = MAX_CLIENTS + 1,
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/** Do not change this next line. It should _ALWAYS_ be MAX_CLIENTS + 1. This due to the (dedicated) server taking one slot. */
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MAX_CLIENT_SLOTS = MAX_CLIENTS + 1,
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};
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/** Simple calculated statistics of a company */
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