(svn r20935) -Codechange: only let the server side use a pool of connected sockets
This commit is contained in:
@@ -16,8 +16,13 @@
|
||||
|
||||
#include "network_internal.h"
|
||||
|
||||
class ServerNetworkGameSocketHandler;
|
||||
typedef ServerNetworkGameSocketHandler NetworkClientSocket;
|
||||
typedef Pool<NetworkClientSocket, ClientIndex, 8, MAX_CLIENT_SLOTS> NetworkClientSocketPool;
|
||||
extern NetworkClientSocketPool _networkclientsocket_pool;
|
||||
|
||||
/** Class for handling the server side of the game connection. */
|
||||
class ServerNetworkGameSocketHandler : public NetworkGameSocketHandler {
|
||||
class ServerNetworkGameSocketHandler : public NetworkClientSocketPool::PoolItem<&_networkclientsocket_pool>, public NetworkGameSocketHandler {
|
||||
protected:
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_JOIN);
|
||||
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO);
|
||||
@@ -54,6 +59,9 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_MOVE)(NetworkClientSocket *cs, uint1
|
||||
void NetworkServer_ReadPackets(NetworkClientSocket *cs);
|
||||
void NetworkServer_Tick(bool send_frame);
|
||||
|
||||
#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)
|
||||
|
||||
#else /* ENABLE_NETWORK */
|
||||
/* Network function stubs when networking is disabled */
|
||||
|
||||
|
Reference in New Issue
Block a user