(svn r20923) -Codechange: prepare creating sub-classes of NetworkClientSocket for server and client side
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@@ -18,7 +18,6 @@
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#include "../network.h"
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#include "../network_internal.h"
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#include "../../core/pool_func.hpp"
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#include "../../order_backup.h"
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#include "table/strings.h"
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@@ -29,18 +28,16 @@ assert_compile(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENT_SLOTS);
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NetworkClientSocketPool _networkclientsocket_pool("NetworkClientSocket");
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INSTANTIATE_POOL_METHODS(NetworkClientSocket)
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NetworkClientSocket::NetworkClientSocket(ClientID client_id)
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/**
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* Create a new socket for the game connection.
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* @param s The socket to connect with.
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*/
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NetworkGameSocketHandler::NetworkGameSocketHandler(SOCKET s)
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{
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this->client_id = client_id;
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this->status = STATUS_INACTIVE;
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}
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NetworkClientSocket::~NetworkClientSocket()
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{
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if (_redirect_console_to_client == this->client_id) _redirect_console_to_client = INVALID_CLIENT_ID;
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if (_network_server) OrderBackup::ResetUser(this->client_id);
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this->client_id = INVALID_CLIENT_ID;
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this->status = STATUS_INACTIVE;
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this->sock = s;
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this->last_frame = _frame_counter;
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this->last_frame_server = _frame_counter;
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}
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/**
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@@ -51,7 +48,7 @@ NetworkClientSocket::~NetworkClientSocket()
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* @return the new status
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* TODO: needs to be splitted when using client and server socket packets
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*/
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NetworkRecvStatus NetworkClientSocket::CloseConnection(bool error)
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NetworkRecvStatus NetworkGameSocketHandler::CloseConnection(bool error)
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{
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/* Clients drop back to the main menu */
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if (!_network_server && _networking) {
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