(svn r20929) -Codechange: make NetworkCloseClient a class method

This commit is contained in:
rubidium
2010-10-15 18:42:52 +00:00
parent 8f9ae44a67
commit 7ba07d9573
8 changed files with 88 additions and 70 deletions

View File

@@ -91,7 +91,7 @@ extern NetworkUDPSocketHandler *_udp_master_socket; ///< udp master socket
static SocketList _listensockets;
/* The amount of clients connected */
static byte _network_clients_connected = 0;
byte _network_clients_connected = 0;
/* Some externs / forwards */
extern void StateGameLoop();
@@ -262,7 +262,7 @@ static void NetworkClientError(NetworkRecvStatus res, NetworkClientSocket *cs)
/* We just want to close the connection.. */
if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
cs->NetworkSocketHandler::CloseConnection();
NetworkCloseClient(cs, res);
cs->CloseConnection(res);
_networking = false;
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
@@ -283,7 +283,7 @@ static void NetworkClientError(NetworkRecvStatus res, NetworkClientSocket *cs)
}
_switch_mode = SM_MENU;
NetworkCloseClient(cs, res);
cs->CloseConnection(res);
_networking = false;
}
@@ -494,54 +494,6 @@ static NetworkClientSocket *NetworkAllocClient(SOCKET s)
return new ServerNetworkGameSocketHandler(s);
}
/* Close a connection */
NetworkRecvStatus NetworkCloseClient(NetworkClientSocket *cs, NetworkRecvStatus status)
{
assert(status != NETWORK_RECV_STATUS_OKAY);
/*
* Sending a message just before leaving the game calls cs->Send_Packets.
* This might invoke this function, which means that when we close the
* connection after cs->Send_Packets we will close an already closed
* connection. This handles that case gracefully without having to make
* that code any more complex or more aware of the validity of the socket.
*/
if (cs->sock == INVALID_SOCKET) return status;
if (status != NETWORK_RECV_STATUS_CONN_LOST && !cs->HasClientQuit() && _network_server && cs->status >= STATUS_AUTHORIZED) {
/* We did not receive a leave message from this client... */
char client_name[NETWORK_CLIENT_NAME_LENGTH];
NetworkClientSocket *new_cs;
NetworkGetClientName(client_name, sizeof(client_name), cs);
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST);
/* Inform other clients of this... strange leaving ;) */
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status > STATUS_AUTHORIZED && cs != new_cs) {
SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->client_id, NETWORK_ERROR_CONNECTION_LOST);
}
}
}
DEBUG(net, 1, "Closed client connection %d", cs->client_id);
if (_network_server) {
/* We just lost one client :( */
if (cs->status >= STATUS_AUTHORIZED) _network_game_info.clients_on--;
_network_clients_connected--;
SetWindowDirty(WC_CLIENT_LIST, 0);
}
cs->Send_Packets(true);
delete cs->GetInfo();
delete cs;
return status;
}
/* For the server, to accept new clients */
static void NetworkAcceptClients(SOCKET ls)
{
@@ -636,7 +588,7 @@ static void NetworkClose()
MyClient::SendQuit();
cs->Send_Packets();
}
NetworkCloseClient(cs, NETWORK_RECV_STATUS_CONN_LOST);
cs->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
}
if (_network_server) {