Files @ r23483:3733e6b8ff17
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Location: cpp/openttd-patchpack/source/src/script/api/script_client.hpp

Patric Stout
Remove: ENABLE_NETWORK switch

This switch has been a pain for years. Often disabling broke
compilation, as no developer compiles OpenTTD without, neither do
any of our official binaries.

Additionaly, it has grown so hugely in our codebase, that it
clearly shows that the current solution was a poor one. 350+
instances of "#ifdef ENABLE_NETWORK" were in the code, of which
only ~30 in the networking code itself. The rest were all around
the code to do the right thing, from GUI to NewGRF.

A more proper solution would be to stub all the functions, and
make sure the rest of the code can simply assume network is
available. This was also partially done, and most variables were
correct if networking was disabled. Despite that, often the #ifdefs
were still used.

With the recent removal of DOS, there is also no platform anymore
which we support where networking isn't working out-of-the-box.

All in all, it is time to remove the ENABLE_NETWORK switch. No
replacement is planned, but if you feel we really need this option,
we welcome any Pull Request which implements this in a way that
doesn't crawl through the code like this diff shows we used to.
/* $Id$ */

/*
 * This file is part of OpenTTD.
 * 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.
 * 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.
 * 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/>.
 */

/** @file script_client.hpp Everything to query a network client's information */

#ifndef SCRIPT_CLIENT_HPP
#define SCRIPT_CLIENT_HPP

#include "script_text.hpp"
#include "script_date.hpp"
#include "script_company.hpp"
#include "../../network/network_type.h"

/**
 * Class that handles all client related functions.
 *
 * @api game
 */
class ScriptClient : public ScriptObject {
public:

	/** Different constants related to ClientID. */
	enum ClientID {
		CLIENT_INVALID = 0,  ///< Client is not part of anything
		CLIENT_SERVER  = 1,  ///< Servers always have this ID
		CLIENT_FIRST   = 2,  ///< The first client ID
	};

	/**
	 * Resolves the given client id to the correct index for the client.
	 *  If the client with the given id does not exist it will
	 *  return CLIENT_INVALID.
	 * @param client The client id to resolve.
	 * @return The resolved client id.
	 */
	static ClientID ResolveClientID(ClientID client);

	/**
	 * Get the name of the given client.
	 * @param client The client to get the name for.
	 * @pre ResolveClientID(client) != CLIENT_INVALID.
	 * @return The name of the given client.
	 */
	static char *GetName(ClientID client);

	/**
	 * Get the company in which the given client is playing.
	 * @param client The client to get company for.
	 * @pre ResolveClientID(client) != CLIENT_INVALID.
	 * @return The company in which client is playing or COMPANY_SPECTATOR.
	 */
	static ScriptCompany::CompanyID GetCompany(ClientID client);

	/**
	 * Get the game date when the given client has joined.
	 * @param client The client to get joining date for.
	 * @pre ResolveClientID(client) != CLIENT_INVALID.
	 * @return The date when client has joined.
	 */
	static ScriptDate::Date GetJoinDate(ClientID client);
};


#endif /* SCRIPT_CLIENT_HPP */