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Codechange: strongly type ClientPoolID
Also remove some of the artifical documented limits as they are not true; the ClientPoolID was not sent over the network, so its size isn't of concern.
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@@ -47,9 +47,7 @@ DECLARE_INCREMENT_DECREMENT_OPERATORS(ClientID)
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static ClientID _network_client_id = CLIENT_ID_FIRST;
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/** Make very sure the preconditions given in network_type.h are actually followed */
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static_assert(MAX_CLIENT_SLOTS > MAX_CLIENTS);
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/** Yes... */
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static_assert(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENT_SLOTS);
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static_assert(NetworkClientSocketPool::MAX_SIZE > MAX_CLIENTS);
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/** The pool with clients. */
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NetworkClientSocketPool _networkclientsocket_pool("NetworkClientSocket");
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@@ -920,7 +918,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_IDENTIFY(Packet
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ci->client_name = client_name;
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ci->client_playas = playas;
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ci->public_key = this->peer_public_key;
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Debug(desync, 1, "client: {:08x}; {:02x}; {:02x}; {:02x}", TimerGameEconomy::date, TimerGameEconomy::date_fract, (int)ci->client_playas, (int)ci->index);
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Debug(desync, 1, "client: {:08x}; {:02x}; {:02x}; {:02x}", TimerGameEconomy::date, TimerGameEconomy::date_fract, (int)ci->client_playas, ci->index);
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/* Make sure companies to which people try to join are not autocleaned */
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Company *c = Company::GetIfValid(playas);
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