(svn r14910) -Codechange: merge the command queue handling into a single location

This commit is contained in:
rubidium
2009-01-08 13:57:50 +00:00
parent 020dbb180a
commit d4b6cc997d
10 changed files with 128 additions and 157 deletions

View File

@@ -64,6 +64,7 @@ char *_network_host_list[10];
char *_network_ban_list[25];
uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode
uint32 _frame_counter_max; // To where we may go with our clients
uint32 _frame_counter;
uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients.
uint32 _broadcast_list[MAX_INTERFACES + 1];
uint32 _network_server_bind_ip;
@@ -79,9 +80,6 @@ uint8 _network_advertise_retries;
assert_compile((int)NETWORK_NUM_LANDSCAPES == (int)NUM_LANDSCAPE);
assert_compile((int)NETWORK_COMPANY_NAME_LENGTH == MAX_LENGTH_COMPANY_NAME_BYTES);
// global variables (declared in network_data.h)
CommandPacket *_local_command_queue;
extern NetworkUDPSocketHandler *_udp_client_socket; ///< udp client socket
extern NetworkUDPSocketHandler *_udp_server_socket; ///< udp server socket
extern NetworkUDPSocketHandler *_udp_master_socket; ///< udp master socket
@@ -619,13 +617,6 @@ static void NetworkClose()
}
NetworkUDPCloseAll();
/* Free all queued commands */
while (_local_command_queue != NULL) {
CommandPacket *p = _local_command_queue;
_local_command_queue = _local_command_queue->next;
free(p);
}
_networking = false;
_network_server = false;
@@ -639,8 +630,6 @@ static void NetworkClose()
// Inits the network (cleans sockets and stuff)
static void NetworkInitialize()
{
_local_command_queue = NULL;
_NetworkClientSocket_pool.CleanPool();
_NetworkClientSocket_pool.AddBlockToPool();
_NetworkClientInfo_pool.CleanPool();
@@ -912,46 +901,11 @@ static void NetworkSend()
}
}
// Handle the local-command-queue
static void NetworkHandleLocalQueue()
{
CommandPacket *cp, **cp_prev;
cp_prev = &_local_command_queue;
while ( (cp = *cp_prev) != NULL) {
// The queue is always in order, which means
// that the first element will be executed first.
if (_frame_counter < cp->frame) break;
if (_frame_counter > cp->frame) {
// If we reach here, it means for whatever reason, we've already executed
// past the command we need to execute.
error("[net] Trying to execute a packet in the past!");
}
// We can execute this command
NetworkExecuteCommand(cp);
*cp_prev = cp->next;
free(cp);
}
// Just a safety check, to be removed in the future.
// Make sure that no older command appears towards the end of the queue
// In that case we missed executing it. This will never happen.
for (cp = _local_command_queue; cp; cp = cp->next) {
assert(_frame_counter < cp->frame);
}
}
static bool NetworkDoClientLoop()
{
_frame_counter++;
NetworkHandleLocalQueue();
NetworkExecuteLocalCommandQueue();
StateGameLoop();
@@ -1050,7 +1004,7 @@ void NetworkGameLoop()
send_frame = true;
}
NetworkHandleLocalQueue();
NetworkExecuteLocalCommandQueue();
// Then we make the frame
StateGameLoop();