Drop memory allocator from ClientNetworkGameSocketHandler

Have ClientNetworkGameSocketHandler initialise all of its members
on construction and not derive from ZeroedMemoryAllocator.

(cherry picked from commit dddda4f0b7ba0bd6f310f924d3b85cadbc81dc99)
This commit is contained in:
cirdan
2015-11-28 18:49:03 +01:00
committed by Jonathan G Rennison
parent 33e3956b13
commit 80fd6a2783
2 changed files with 4 additions and 2 deletions

View File

@@ -123,7 +123,9 @@ struct PacketReader : LoadFilter {
* Create a new socket for the client side of the game connection.
* @param s The socket to connect with.
*/
ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s), savegame(NULL), status(STATUS_INACTIVE)
ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler (SOCKET s)
: NetworkGameSocketHandler (s),
savegame (NULL), token (0), status (STATUS_INACTIVE)
{
assert(ClientNetworkGameSocketHandler::my_client == NULL);
ClientNetworkGameSocketHandler::my_client = this;