The original idea was that people could find a server they could talk in their native language on. This isn't really used in that way. There are several reasons for removing this: - the client also sends his "language" to the server, but nothing is doing anything with this. - flags are a bad way to represent languages, and over the years we had several (rightfully) complaints about this. - most servers have their language set to "All", and prefix the servername with the language it is about. This is a much more efficient way to do the same. All in all, this feature should go back to the drawing board. Maybe it could work in another form, but this form is not it.
40 lines
1.8 KiB
C
40 lines
1.8 KiB
C
/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file network_base.h Base core network types and some helper functions to access them. */
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#ifndef NETWORK_BASE_H
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#define NETWORK_BASE_H
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#include "network_type.h"
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#include "core/address.h"
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#include "../core/pool_type.hpp"
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#include "../company_type.h"
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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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extern NetworkClientInfoPool _networkclientinfo_pool;
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/** Container for all information known about a client. */
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struct NetworkClientInfo : NetworkClientInfoPool::PoolItem<&_networkclientinfo_pool> {
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ClientID client_id; ///< Client identifier (same as ClientState->client_id)
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char client_name[NETWORK_CLIENT_NAME_LENGTH]; ///< Name of the client
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CompanyID client_playas; ///< As which company is this client playing (CompanyID)
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Date join_date; ///< Gamedate the client has joined
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/**
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* Create a new client.
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* @param client_id The unique identifier of the client.
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*/
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NetworkClientInfo(ClientID client_id = INVALID_CLIENT_ID) : client_id(client_id) {}
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~NetworkClientInfo();
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static NetworkClientInfo *GetByClientID(ClientID client_id);
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};
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#endif /* NETWORK_BASE_H */
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