(svn r21033) -Codechange: be more strict with the packets a client accepts at a given moment
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@@ -21,6 +21,23 @@ class ClientNetworkGameSocketHandler : public ZeroedMemoryAllocator, public Netw
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private:
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FILE *download_file; ///< Handle used for downloading the savegame.
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/** Status of the connection with the server. */
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enum ServerStatus {
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STATUS_INACTIVE, ///< The client is not connected nor active.
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STATUS_COMPANY_INFO, ///< We are trying to get company information.
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STATUS_JOIN, ///< We are trying to join a server.
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STATUS_NEWGRFS_CHECK, ///< Last action was checking NewGRFs.
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STATUS_AUTH_GAME, ///< Last action was requesting game (server) password.
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STATUS_AUTH_COMPANY, ///< Last action was requestion company password.
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STATUS_AUTHORIZED, ///< The client is authorized at the server.
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STATUS_MAP_WAIT, ///< The client is waiting as someone else is downloading the map.
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STATUS_MAP, ///< The client is downloading the map.
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STATUS_ACTIVE, ///< The client is active within in the game.
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STATUS_END ///< Must ALWAYS be on the end of this list!! (period)
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};
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ServerStatus status; ///< Status of the connection with the server.
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protected:
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friend void NetworkExecuteLocalCommandQueue();
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friend void NetworkClose(bool close_admins);
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