(svn r21030) -Codechange: move ClientStatus into the network server socket class
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@@ -147,21 +147,6 @@ public:
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uint Count() const { return this->count; }
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};
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/** Status of a client */
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enum ClientStatus {
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STATUS_INACTIVE, ///< The client is not connected nor active
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STATUS_NEWGRFS_CHECK, ///< The client is checking NewGRFs
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STATUS_AUTH_GAME, ///< The client is authorizing with game (server) password
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STATUS_AUTH_COMPANY, ///< The client is authorizing with company password
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STATUS_AUTHORIZED, ///< The client is authorized
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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_DONE_MAP, ///< The client has downloaded the map
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STATUS_PRE_ACTIVE, ///< The client is catching up the delayed frames
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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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#define DECLARE_GAME_RECEIVE_COMMAND(type) virtual NetworkRecvStatus NetworkPacketReceive_## type ##_command(Packet *p)
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#define DEF_GAME_RECEIVE_COMMAND(cls, type) NetworkRecvStatus cls ##NetworkGameSocketHandler::NetworkPacketReceive_ ## type ## _command(Packet *p)
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