(svn r20935) -Codechange: only let the server side use a pool of connected sockets
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@@ -108,16 +108,11 @@ enum ClientStatus {
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STATUS_END ///< Must ALWAYS be on the end of this list!! (period)
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};
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class NetworkGameSocketHandler;
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typedef NetworkGameSocketHandler NetworkClientSocket;
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typedef Pool<NetworkClientSocket, ClientIndex, 8, MAX_CLIENT_SLOTS> NetworkClientSocketPool;
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extern NetworkClientSocketPool _networkclientsocket_pool;
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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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/** Base socket handler for all TCP sockets */
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class NetworkGameSocketHandler : public NetworkClientSocketPool::PoolItem<&_networkclientsocket_pool>, public NetworkTCPSocketHandler {
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class NetworkGameSocketHandler : public NetworkTCPSocketHandler {
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/* TODO: rewrite into a proper class */
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private:
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NetworkClientInfo *info; ///< Client info related to this socket
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@@ -191,9 +186,6 @@ public:
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void Send_Command(Packet *p, const CommandPacket *cp);
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};
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#define FOR_ALL_CLIENT_SOCKETS_FROM(var, start) FOR_ALL_ITEMS_FROM(NetworkClientSocket, clientsocket_index, var, start)
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#define FOR_ALL_CLIENT_SOCKETS(var) FOR_ALL_CLIENT_SOCKETS_FROM(var, 0)
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#endif /* ENABLE_NETWORK */
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#endif /* NETWORK_CORE_TCP_GAME_H */
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