(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); \