(svn r20933) -Codechange: move some more client related methods and such to network_client.cpp

This commit is contained in:
rubidium
2010-10-15 19:33:08 +00:00
parent 780f120c32
commit f555e6d72e
7 changed files with 161 additions and 111 deletions

View File

@@ -240,7 +240,7 @@ uint NetworkCalculateLag(const NetworkClientSocket *cs)
/* There was a non-recoverable error, drop back to the main menu with a nice
* error */
static void NetworkError(StringID error_string)
void NetworkError(StringID error_string)
{
_switch_mode = SM_MENU;
extern StringID _switch_mode_errorstr;
@@ -253,40 +253,6 @@ static void ServerStartError(const char *error)
NetworkError(STR_NETWORK_ERROR_SERVER_START);
}
static void NetworkClientError(NetworkRecvStatus res, NetworkClientSocket *cs)
{
/* First, send a CLIENT_ERROR to the server, so he knows we are
* disconnection (and why!) */
NetworkErrorCode errorno;
/* We just want to close the connection.. */
if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
cs->NetworkSocketHandler::CloseConnection();
cs->CloseConnection(res);
_networking = false;
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
return;
}
switch (res) {
case NETWORK_RECV_STATUS_DESYNC: errorno = NETWORK_ERROR_DESYNC; break;
case NETWORK_RECV_STATUS_SAVEGAME: errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
case NETWORK_RECV_STATUS_NEWGRF_MISMATCH: errorno = NETWORK_ERROR_NEWGRF_MISMATCH; break;
default: errorno = NETWORK_ERROR_GENERAL; break;
}
/* This means we fucked up and the server closed the connection */
if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL &&
res != NETWORK_RECV_STATUS_SERVER_BANNED) {
MyClient::SendError(errorno);
}
_switch_mode = SM_MENU;
cs->CloseConnection(res);
_networking = false;
}
/**
* Retrieve the string id of an internal error number
* @param err NetworkErrorCode
@@ -838,6 +804,9 @@ void NetworkDisconnect(bool blocking)
*/
static bool NetworkReceive()
{
if (!_network_server) {
return ClientNetworkGameSocketHandler::Receive();
}
NetworkClientSocket *cs;
fd_set read_fd, write_fd;
struct timeval tv;
@@ -872,22 +841,7 @@ static bool NetworkReceive()
FOR_ALL_CLIENT_SOCKETS(cs) {
cs->writable = !!FD_ISSET(cs->sock, &write_fd);
if (FD_ISSET(cs->sock, &read_fd)) {
if (_network_server) {
cs->Recv_Packets();
} else {
NetworkRecvStatus res;
/* The client already was quiting! */
if (cs->HasClientQuit()) return false;
res = cs->Recv_Packets();
if (res != NETWORK_RECV_STATUS_OKAY) {
/* The client made an error of which we can not recover
* close the client and drop back to main menu */
NetworkClientError(res, cs);
return false;
}
}
cs->Recv_Packets();
}
}
return _networking;
@@ -896,6 +850,11 @@ static bool NetworkReceive()
/* This sends all buffered commands (if possible) */
static void NetworkSend()
{
if (!_network_server) {
ClientNetworkGameSocketHandler::Send();
return;
}
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
if (cs->writable) {
@@ -909,47 +868,6 @@ static void NetworkSend()
}
}
static bool NetworkDoClientLoop()
{
_frame_counter++;
NetworkExecuteLocalCommandQueue();
StateGameLoop();
/* Check if we are in sync! */
if (_sync_frame != 0) {
if (_sync_frame == _frame_counter) {
#ifdef NETWORK_SEND_DOUBLE_SEED
if (_sync_seed_1 != _random.state[0] || _sync_seed_2 != _random.state[1]) {
#else
if (_sync_seed_1 != _random.state[0]) {
#endif
NetworkError(STR_NETWORK_ERROR_DESYNC);
DEBUG(desync, 1, "sync_err: %08x; %02x", _date, _date_fract);
DEBUG(net, 0, "Sync error detected!");
NetworkClientError(NETWORK_RECV_STATUS_DESYNC, NetworkClientSocket::Get(0));
return false;
}
/* If this is the first time we have a sync-frame, we
* need to let the server know that we are ready and at the same
* frame as he is.. so we can start playing! */
if (_network_first_time) {
_network_first_time = false;
MyClient::SendAck();
}
_sync_frame = 0;
} else if (_sync_frame < _frame_counter) {
DEBUG(net, 1, "Missed frame for sync-test (%d / %d)", _sync_frame, _frame_counter);
_sync_frame = 0;
}
}
return true;
}
/* We have to do some UDP checking */
void NetworkUDPGameLoop()
{
@@ -1107,11 +1025,11 @@ void NetworkGameLoop()
/* Make sure we are at the frame were the server is (quick-frames) */
if (_frame_counter_server > _frame_counter) {
while (_frame_counter_server > _frame_counter) {
if (!NetworkDoClientLoop()) break;
if (!ClientNetworkGameSocketHandler::GameLoop()) break;
}
} else {
/* Else, keep on going till _frame_counter_max */
if (_frame_counter_max > _frame_counter) NetworkDoClientLoop();
if (_frame_counter_max > _frame_counter) ClientNetworkGameSocketHandler::GameLoop();
}
}