(svn r20935) -Codechange: only let the server side use a pool of connected sockets

This commit is contained in:
rubidium
2010-10-15 19:58:56 +00:00
parent 04ce759165
commit 66087c5e60
8 changed files with 39 additions and 36 deletions

View File

@@ -17,18 +17,10 @@
#include "../network.h"
#include "../network_internal.h"
#include "../../core/pool_func.hpp"
#include "../../debug.h"
#include "table/strings.h"
/** Make very sure the preconditions given in network_type.h are actually followed */
assert_compile(MAX_CLIENT_SLOTS > MAX_CLIENTS);
assert_compile(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENT_SLOTS);
NetworkClientSocketPool _networkclientsocket_pool("NetworkClientSocket");
INSTANTIATE_POOL_METHODS(NetworkClientSocket)
/**
* Create a new socket for the game connection.
* @param s The socket to connect with.
@@ -75,7 +67,7 @@ NetworkRecvStatus NetworkGameSocketHandler::CloseConnection(bool error)
* @param p the packet to handle
* @return #NetworkRecvStatus of handling.
*/
NetworkRecvStatus NetworkClientSocket::HandlePacket(Packet *p)
NetworkRecvStatus NetworkGameSocketHandler::HandlePacket(Packet *p)
{
PacketGameType type = (PacketGameType)p->Recv_uint8();
@@ -140,7 +132,7 @@ NetworkRecvStatus NetworkClientSocket::HandlePacket(Packet *p)
* HandlePacket is returned.
* @return #NetworkRecvStatus of the last handled packet.
*/
NetworkRecvStatus NetworkClientSocket::Recv_Packets()
NetworkRecvStatus NetworkGameSocketHandler::Recv_Packets()
{
Packet *p;
while ((p = this->Recv_Packet()) != NULL) {
@@ -158,7 +150,7 @@ NetworkRecvStatus NetworkClientSocket::Recv_Packets()
* @param type the packet type to create the stub for
*/
#define DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(type) \
NetworkRecvStatus NetworkClientSocket::NetworkPacketReceive_## type ##_command(Packet *p) \
NetworkRecvStatus NetworkGameSocketHandler::NetworkPacketReceive_## type ##_command(Packet *p) \
{ \
DEBUG(net, 0, "[tcp/game] received illegal packet type %d from client %d", \
type, this->client_id); \

View File

@@ -108,16 +108,11 @@ enum ClientStatus {
STATUS_END ///< Must ALWAYS be on the end of this list!! (period)
};
class NetworkGameSocketHandler;
typedef NetworkGameSocketHandler NetworkClientSocket;
typedef Pool<NetworkClientSocket, ClientIndex, 8, MAX_CLIENT_SLOTS> NetworkClientSocketPool;
extern NetworkClientSocketPool _networkclientsocket_pool;
#define DECLARE_GAME_RECEIVE_COMMAND(type) virtual NetworkRecvStatus NetworkPacketReceive_## type ##_command(Packet *p)
#define DEF_GAME_RECEIVE_COMMAND(cls, type) NetworkRecvStatus cls ##NetworkGameSocketHandler::NetworkPacketReceive_ ## type ## _command(Packet *p)
/** Base socket handler for all TCP sockets */
class NetworkGameSocketHandler : public NetworkClientSocketPool::PoolItem<&_networkclientsocket_pool>, public NetworkTCPSocketHandler {
class NetworkGameSocketHandler : public NetworkTCPSocketHandler {
/* TODO: rewrite into a proper class */
private:
NetworkClientInfo *info; ///< Client info related to this socket
@@ -191,9 +186,6 @@ public:
void Send_Command(Packet *p, const CommandPacket *cp);
};
#define FOR_ALL_CLIENT_SOCKETS_FROM(var, start) FOR_ALL_ITEMS_FROM(NetworkClientSocket, clientsocket_index, var, start)
#define FOR_ALL_CLIENT_SOCKETS(var) FOR_ALL_CLIENT_SOCKETS_FROM(var, 0)
#endif /* ENABLE_NETWORK */
#endif /* NETWORK_CORE_TCP_GAME_H */