Make simple CClient getters, inline

Small enough to be inline.
This commit is contained in:
Amos 2023-07-12 09:11:31 +02:00
parent ccdfed1c19
commit c6a9b855a2
2 changed files with 28 additions and 214 deletions

View File

@ -14,197 +14,6 @@
#include "engine/server/server.h"
#include "engine/client/client.h"
//---------------------------------------------------------------------------------
// Purpose: gets the client's team number
//---------------------------------------------------------------------------------
int64_t CClient::GetTeamNum() const
{
return m_iTeamNum;
}
//---------------------------------------------------------------------------------
// Purpose: gets the handle of this client
//---------------------------------------------------------------------------------
edict_t CClient::GetHandle(void) const
{
return m_nHandle;
}
//---------------------------------------------------------------------------------
// Purpose: gets the userID of this client
//---------------------------------------------------------------------------------
int CClient::GetUserID(void) const
{
return m_nUserID;
}
//---------------------------------------------------------------------------------
// Purpose: gets the nucleusID of this client
//---------------------------------------------------------------------------------
uint64_t CClient::GetNucleusID(void) const
{
return m_nNucleusID;
}
//---------------------------------------------------------------------------------
// Purpose: gets the signon state of this client
//---------------------------------------------------------------------------------
SIGNONSTATE CClient::GetSignonState(void) const
{
return m_nSignonState;
}
//---------------------------------------------------------------------------------
// Purpose: gets the persistence state of this client
//---------------------------------------------------------------------------------
PERSISTENCE CClient::GetPersistenceState(void) const
{
return m_nPersistenceState;
}
//---------------------------------------------------------------------------------
// Purpose: gets the net channel of this client
//---------------------------------------------------------------------------------
CNetChan* CClient::GetNetChan(void) const
{
return m_NetChannel;
}
//---------------------------------------------------------------------------------
// Purpose: gets the pointer to the server object
//---------------------------------------------------------------------------------
CServer* CClient::GetServer(void) const
{
return m_pServer;
}
//---------------------------------------------------------------------------------
// Purpose: gets the command tick
//---------------------------------------------------------------------------------
int CClient::GetCommandTick(void) const
{
return m_nCommandTick;
}
//---------------------------------------------------------------------------------
// Purpose: gets the name of this client (managed by server)
//---------------------------------------------------------------------------------
const char* CClient::GetServerName(void) const
{
return m_szServerName;
}
//---------------------------------------------------------------------------------
// Purpose: gets the name of this client (obtained from connectionless packet)
//---------------------------------------------------------------------------------
const char* CClient::GetClientName(void) const
{
return m_szClientName;
}
//---------------------------------------------------------------------------------
// Purpose: sets the handle of this client
//---------------------------------------------------------------------------------
void CClient::SetHandle(edict_t nHandle)
{
m_nHandle = nHandle;
}
//---------------------------------------------------------------------------------
// Purpose: sets the userID of this client
//---------------------------------------------------------------------------------
void CClient::SetUserID(uint32_t nUserID)
{
m_nUserID = nUserID;
}
//---------------------------------------------------------------------------------
// Purpose: sets the nucleusID of this client
//---------------------------------------------------------------------------------
void CClient::SetNucleusID(uint64_t nNucleusID)
{
m_nNucleusID = nNucleusID;
}
//---------------------------------------------------------------------------------
// Purpose: sets the signon state of this client
//---------------------------------------------------------------------------------
void CClient::SetSignonState(SIGNONSTATE nSignonState)
{
m_nSignonState = nSignonState;
}
//---------------------------------------------------------------------------------
// Purpose: sets the persistence state of this client
//---------------------------------------------------------------------------------
void CClient::SetPersistenceState(PERSISTENCE nPersistenceState)
{
m_nPersistenceState = nPersistenceState;
}
//---------------------------------------------------------------------------------
// Purpose: sets the net channel of this client
// !TODO : Remove this and rebuild INetChannel
//---------------------------------------------------------------------------------
void CClient::SetNetChan(CNetChan* pNetChan)
{
m_NetChannel = pNetChan;
}
//---------------------------------------------------------------------------------
// Purpose: checks if client is connected to server
// Output : true if connected, false otherwise
//---------------------------------------------------------------------------------
bool CClient::IsConnected(void) const
{
return m_nSignonState >= SIGNONSTATE::SIGNONSTATE_CONNECTED;
}
//---------------------------------------------------------------------------------
// Purpose: checks if client is spawned to server
// Output : true if connected, false otherwise
//---------------------------------------------------------------------------------
bool CClient::IsSpawned(void) const
{
return m_nSignonState >= SIGNONSTATE::SIGNONSTATE_NEW;
}
//---------------------------------------------------------------------------------
// Purpose: checks if client is active to server
// Output : true if connected, false otherwise
//---------------------------------------------------------------------------------
bool CClient::IsActive(void) const
{
return m_nSignonState == SIGNONSTATE::SIGNONSTATE_FULL;
}
//---------------------------------------------------------------------------------
// Purpose: checks if client's persistence data is available
// Output : true if available, false otherwise
//---------------------------------------------------------------------------------
bool CClient::IsPersistenceAvailable(void) const
{
return m_nPersistenceState >= PERSISTENCE::PERSISTENCE_AVAILABLE;
}
//---------------------------------------------------------------------------------
// Purpose: checks if client's persistence data is ready
// Output : true if ready, false otherwise
//---------------------------------------------------------------------------------
bool CClient::IsPersistenceReady(void) const
{
return m_nPersistenceState == PERSISTENCE::PERSISTENCE_READY;
}
//---------------------------------------------------------------------------------
// Purpose: checks if client is a fake client
// Output : true if connected, false otherwise
//---------------------------------------------------------------------------------
bool CClient::IsFakeClient(void) const
{
return m_bFakePlayer;
}
//---------------------------------------------------------------------------------
// Purpose: checks if this client is an actual human player
// Output : true if human, false otherwise

View File

@ -63,29 +63,34 @@ class CClient : IClientMessageHandler, INetChannelHandler
{
friend class ServerDataBlockSender;
public:
int64_t GetTeamNum() const;
edict_t GetHandle(void) const;
int GetUserID(void) const;
uint64_t GetNucleusID(void) const;
SIGNONSTATE GetSignonState(void) const;
PERSISTENCE GetPersistenceState(void) const;
CNetChan* GetNetChan(void) const;
CServer* GetServer(void) const;
int GetCommandTick(void) const;
const char* GetServerName(void) const;
const char* GetClientName(void) const;
void SetHandle(edict_t nHandle);
void SetUserID(uint32_t nUserID);
void SetNucleusID(uint64_t nNucleusID);
void SetSignonState(SIGNONSTATE nSignonState);
void SetPersistenceState(PERSISTENCE nPersistenceState);
void SetNetChan(CNetChan* pNetChan);
bool IsConnected(void) const;
bool IsSpawned(void) const;
bool IsActive(void) const;
bool IsPersistenceAvailable(void) const;
bool IsPersistenceReady(void) const;
bool IsFakeClient(void) const;
inline int64_t GetTeamNum() const { return m_iTeamNum; }
inline edict_t GetHandle(void) const { return m_nHandle; }
inline int GetUserID(void) const { return m_nUserID; }
inline uint64_t GetNucleusID(void) const { return m_nNucleusID; }
inline SIGNONSTATE GetSignonState(void) const { return m_nSignonState; }
inline PERSISTENCE GetPersistenceState(void) const { return m_nPersistenceState; }
inline CNetChan* GetNetChan(void) const { return m_NetChannel; }
inline CServer* GetServer(void) const { return m_pServer; }
inline int GetCommandTick(void) const { return m_nCommandTick; }
inline const char* GetServerName(void) const { return m_szServerName; }
inline const char* GetClientName(void) const { return m_szClientName; }
inline void SetHandle(edict_t nHandle) { m_nHandle = nHandle; }
inline void SetUserID(uint32_t nUserID) { m_nUserID = nUserID; }
inline void SetNucleusID(uint64_t nNucleusID) { m_nNucleusID = nNucleusID; }
inline void SetSignonState(SIGNONSTATE nSignonState) { m_nSignonState = nSignonState; }
inline void SetPersistenceState(PERSISTENCE nPersistenceState) { m_nPersistenceState = nPersistenceState; }
inline void SetNetChan(CNetChan* pNetChan) { m_NetChannel = pNetChan; }
inline bool IsConnected(void) const { return m_nSignonState >= SIGNONSTATE::SIGNONSTATE_CONNECTED; }
inline bool IsSpawned(void) const { return m_nSignonState >= SIGNONSTATE::SIGNONSTATE_NEW; }
inline bool IsActive(void) const { return m_nSignonState == SIGNONSTATE::SIGNONSTATE_FULL; }
inline bool IsPersistenceAvailable(void) const { return m_nPersistenceState >= PERSISTENCE::PERSISTENCE_AVAILABLE; }
inline bool IsPersistenceReady(void) const { return m_nPersistenceState == PERSISTENCE::PERSISTENCE_READY; }
inline bool IsFakeClient(void) const { return m_bFakePlayer; }
bool IsHumanPlayer(void) const;
bool SendNetMsgEx(CNetMessage* pMsg, char bLocal, bool bForceReliable, bool bVoice);