(svn r13343) -Codechange: reorder/move variable/functions in the network headers so that nothing from the network directory needs to include basically all network headers.

This commit is contained in:
rubidium
2008-05-30 18:20:26 +00:00
parent e81386476f
commit 2f3b88ef9a
32 changed files with 457 additions and 358 deletions

View File

@@ -3,7 +3,7 @@
/** @file network.cpp Base functions for networking support. */
#include "../stdafx.h"
#include "network_data.h"
#include "../player_type.h"
#ifdef ENABLE_NETWORK
@@ -15,6 +15,7 @@
#include "../variables.h"
#include "../date_func.h"
#include "../newgrf_config.h"
#include "network_internal.h"
#include "network_client.h"
#include "network_server.h"
#include "network_udp.h"
@@ -38,7 +39,6 @@
#ifdef DEBUG_DUMP_COMMANDS
#include "../core/alloc_func.hpp"
#endif /* DEBUG_DUMP_COMMANDS */
#include "table/strings.h"
bool _network_reload_cfg;
@@ -46,6 +46,29 @@ bool _network_server; ///< network-server is active
bool _network_available; ///< is network mode available?
bool _network_dedicated; ///< are we a dedicated server?
bool _network_advertise; ///< is the server advertising to the master server?
bool _is_network_server; ///< Does this client wants to be a network-server?
NetworkGameInfo _network_game_info;
NetworkPlayerInfo _network_player_info[MAX_PLAYERS];
NetworkClientInfo _network_client_info[MAX_CLIENT_INFO];
uint16 _network_own_client_index;
uint16 _redirect_console_to_client;
bool _network_need_advertise;
uint32 _network_last_advertise_frame;
uint8 _network_reconnect;
char *_network_host_list[10];
char *_network_ban_list[25];
uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode
uint32 _frame_counter_max; // To where we may go with our clients
uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients.
uint32 _broadcast_list[MAX_INTERFACES + 1];
uint32 _network_server_bind_ip;
uint32 _sync_seed_1, _sync_seed_2;
uint32 _sync_frame;
bool _network_first_time;
uint32 _network_last_host_ip;
bool _network_udp_server;
uint16 _network_udp_broadcast;
uint8 _network_advertise_retries;
/* Check whether NETWORK_NUM_LANDSCAPES is still in sync with NUM_LANDSCAPE */
assert_compile((int)NETWORK_NUM_LANDSCAPES == (int)NUM_LANDSCAPE);
@@ -337,13 +360,13 @@ void CheckMinPlayers()
_min_players_paused = true;
DoCommandP(0, 1, 0, NULL, CMD_PAUSE);
NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game paused (not enough players)", NETWORK_SERVER_INDEX);
NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game paused (not enough players)", NETWORK_SERVER_INDEX);
} else {
if (!_min_players_paused) return;
_min_players_paused = false;
DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused (enough players)", NETWORK_SERVER_INDEX);
NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused (enough players)", NETWORK_SERVER_INDEX);
}
}
@@ -664,7 +687,7 @@ void NetworkCloseClient(NetworkTCPSocketHandler *cs)
/* When the client was PRE_ACTIVE, the server was in pause mode, so unpause */
if (cs->status == STATUS_PRE_ACTIVE && _settings_client.network.pause_on_join) {
DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused", NETWORK_SERVER_INDEX);
NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused", NETWORK_SERVER_INDEX);
}
cs->Destroy();