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Codechange: Move join information into a single structure
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rubidium42 committed May 1, 2021
1 parent f3254a4 commit c4afd88
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Showing 3 changed files with 19 additions and 19 deletions.
6 changes: 3 additions & 3 deletions src/network/network.cpp
Expand Up @@ -762,9 +762,9 @@ bool NetworkClientConnectGame(NetworkAddress &address, CompanyID join_as, const

strecpy(_settings_client.network.last_joined, address.GetAddressAsString(false).c_str(), lastof(_settings_client.network.last_joined));

_network_join_as = join_as;
_network_join_server_password = join_server_password;
_network_join_company_password = join_company_password;
_network_join.company = join_as;
_network_join.server_password = join_server_password;
_network_join.company_password = join_company_password;

NetworkDisconnect();
NetworkInitialize();
Expand Down
21 changes: 8 additions & 13 deletions src/network/network_client.cpp
Expand Up @@ -326,13 +326,8 @@ static uint8 _network_server_max_companies;
/** Maximum number of spectators of the currently joined server. */
static uint8 _network_server_max_spectators;

/** Who would we like to join as. */
CompanyID _network_join_as;

/** Login password from -p argument */
const char *_network_join_server_password = nullptr;
/** Company password from -P argument */
const char *_network_join_company_password = nullptr;
/** Information about the game to join to. */
NetworkJoinInfo _network_join;

/** Make sure the server ID length is the same as a md5 hash. */
static_assert(NETWORK_SERVER_ID_LENGTH == 16 * 2 + 1);
Expand Down Expand Up @@ -372,7 +367,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
p->Send_string(GetNetworkRevisionString());
p->Send_uint32(_openttd_newgrf_version);
p->Send_string(_settings_client.network.client_name); // Client name
p->Send_uint8 (_network_join_as); // PlayAs
p->Send_uint8 (_network_join.company); // PlayAs
p->Send_uint8 (0); // Used to be language
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
Expand Down Expand Up @@ -804,7 +799,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSW
if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_GAME) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
this->status = STATUS_AUTH_GAME;

const char *password = _network_join_server_password;
const char *password = _network_join.server_password;
if (!StrEmpty(password)) {
return SendGamePassword(password);
}
Expand All @@ -823,7 +818,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PA
p->Recv_string(_password_server_id, sizeof(_password_server_id));
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;

const char *password = _network_join_company_password;
const char *password = _network_join.company_password;
if (!StrEmpty(password)) {
return SendCompanyPassword(password);
}
Expand Down Expand Up @@ -945,10 +940,10 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet

/* New company/spectator (invalid company) or company we want to join is not active
* Switch local company to spectator and await the server's judgement */
if (_network_join_as == COMPANY_NEW_COMPANY || !Company::IsValidID(_network_join_as)) {
if (_network_join.company == COMPANY_NEW_COMPANY || !Company::IsValidID(_network_join.company)) {
SetLocalCompany(COMPANY_SPECTATOR);

if (_network_join_as != COMPANY_SPECTATOR) {
if (_network_join.company != COMPANY_SPECTATOR) {
/* We have arrived and ready to start playing; send a command to make a new company;
* the server will give us a client-id and let us in */
_network_join_status = NETWORK_JOIN_STATUS_REGISTERING;
Expand All @@ -957,7 +952,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet
}
} else {
/* take control over an existing company */
SetLocalCompany(_network_join_as);
SetLocalCompany(_network_join.company);
}

return NETWORK_RECV_STATUS_OKAY;
Expand Down
11 changes: 8 additions & 3 deletions src/network/network_client.h
Expand Up @@ -112,9 +112,14 @@ typedef ClientNetworkGameSocketHandler MyClient;
void NetworkClient_Connected();
void NetworkClientSetCompanyPassword(const char *password);

extern CompanyID _network_join_as;
/** Information required to join a server. */
struct NetworkJoinInfo {
NetworkJoinInfo() : company(COMPANY_SPECTATOR), server_password(nullptr), company_password(nullptr) {}
CompanyID company; ///< The company to join.
const char *server_password; ///< The password of the server to join.
const char *company_password; ///< The password of the company to join.
};

extern const char *_network_join_server_password;
extern const char *_network_join_company_password;
extern NetworkJoinInfo _network_join;

#endif /* NETWORK_CLIENT_H */

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