(svn r1168) -Cleanup: [Network] Cleaned the network code a bit. Added 'const'

and 'void' where needed, prefixed all functions, typedefs and global 
vars with 'Network' and organized all externals nicely.
This commit is contained in:
truelight 2004-12-19 10:17:26 +00:00
parent bb5dca016d
commit 0e19f74c16
15 changed files with 118 additions and 116 deletions

View File

@ -147,7 +147,7 @@ DEF_CONSOLE_CMD(ConStatus)
{
const char *status;
int lag;
const ClientState *cs;
const NetworkClientState *cs;
const NetworkClientInfo *ci;
FOR_ALL_CLIENTS(cs) {
lag = NetworkCalculateLag(cs);
@ -217,7 +217,7 @@ DEF_CONSOLE_CMD(ConKick)
DEF_CONSOLE_CMD(ConResetCompany)
{
Player *p;
ClientState *cs;
NetworkClientState *cs;
NetworkClientInfo *ci;
if (argc == 2) {

View File

@ -402,7 +402,7 @@ static void PlayersCheckBankrupt(Player *p)
// If we are the server, make sure it is clear that his player is no
// longer with us!
NetworkClientInfo *ci;
ClientState *cs;
NetworkClientState *cs;
/* Find all clients that were in control of this company */
FOR_ALL_CLIENTS(cs) {
ci = DEREF_CLIENT_INFO(cs);

View File

@ -35,6 +35,10 @@ static byte _network_clients_connected = 0;
// The index counter for new clients (is never decreased)
static uint16 _network_client_index = NETWORK_SERVER_INDEX + 1;
/* Some externs / forwards */
extern void ShowJoinStatusWindow();
extern void StateGameLoop();
// Function that looks up the CI for a given client-index
NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index)
{
@ -48,9 +52,9 @@ NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index)
}
// Function that looks up the CS for a given client-index
ClientState *NetworkFindClientStateFromIndex(uint16 client_index)
NetworkClientState *NetworkFindClientStateFromIndex(uint16 client_index)
{
ClientState *cs;
NetworkClientState *cs;
for (cs = _clients; cs != &_clients[MAX_CLIENT_INFO]; cs++)
if (cs->index == client_index)
@ -61,7 +65,7 @@ ClientState *NetworkFindClientStateFromIndex(uint16 client_index)
// NetworkGetClientName is a server-safe function to get the name of the client
// if the user did not send it yet, Client #<no> is used.
void NetworkGetClientName(char *client_name, size_t size, ClientState *cs)
void NetworkGetClientName(char *client_name, size_t size, const NetworkClientState *cs)
{
NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs);
if (ci->client_name[0] == '\0')
@ -119,7 +123,7 @@ void CDECL NetworkTextMessage(NetworkAction action, uint16 color, const char *na
}
// Calculate the frame-lag of a client
uint NetworkCalculateLag(const ClientState *cs)
uint NetworkCalculateLag(const NetworkClientState *cs)
{
int lag = cs->last_frame_server - cs->last_frame;
// This client has missed his ACK packet after 1 DAY_TICKS..
@ -150,7 +154,7 @@ void ServerStartError(char *error) {
NetworkError(STR_NETWORK_ERR_SERVER_START);
}
void NetworkClientError(byte res, ClientState *cs) {
static void NetworkClientError(byte res, NetworkClientState *cs) {
// First, send a CLIENT_ERROR to the server, so he knows we are
// disconnection (and why!)
NetworkErrorCode errorno;
@ -158,7 +162,7 @@ void NetworkClientError(byte res, ClientState *cs) {
// We just want to close the connection..
if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
cs->quited = true;
CloseClient(cs);
NetworkCloseClient(cs);
_networking = false;
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
@ -179,12 +183,12 @@ void NetworkClientError(byte res, ClientState *cs) {
}
_switch_mode = SM_MENU;
CloseClient(cs);
NetworkCloseClient(cs);
_networking = false;
}
// Find all IP-aliases for this host
void NetworkFindIPs(void)
static void NetworkFindIPs(void)
{
int i, last;
@ -388,9 +392,9 @@ void ParseConnectionString(const byte **player, const byte **port, byte *connect
// Creates a new client from a socket
// Used both by the server and the client
static ClientState *AllocClient(SOCKET s)
static NetworkClientState *NetworkAllocClient(SOCKET s)
{
ClientState *cs;
NetworkClientState *cs;
NetworkClientInfo *ci;
byte client_no;
@ -429,7 +433,7 @@ static ClientState *AllocClient(SOCKET s)
}
// Close a connection
void CloseClient(ClientState *cs)
void NetworkCloseClient(NetworkClientState *cs)
{
NetworkClientInfo *ci;
// Socket is already dead
@ -442,7 +446,7 @@ void CloseClient(ClientState *cs)
NetworkErrorCode errorno = NETWORK_ERROR_CONNECTION_LOST;
char str1[100], str2[100];
char client_name[NETWORK_NAME_LENGTH];
ClientState *new_cs;
NetworkClientState *new_cs;
NetworkGetClientName(client_name, sizeof(client_name), cs);
@ -503,10 +507,8 @@ void CloseClient(ClientState *cs)
ci->client_index = NETWORK_EMPTY_INDEX;
}
extern void ShowJoinStatusWindow();
// A client wants to connect to a server
bool NetworkConnect(const char *hostname, int port)
static bool NetworkConnect(const char *hostname, int port)
{
SOCKET s;
struct sockaddr_in sin;
@ -550,7 +552,7 @@ bool NetworkConnect(const char *hostname, int port)
}
// in client mode, only the first client field is used. it's pointing to the server.
AllocClient(s);
NetworkAllocClient(s);
ShowJoinStatusWindow();
@ -564,7 +566,7 @@ static void NetworkAcceptClients(void)
{
struct sockaddr_in sin;
SOCKET s;
ClientState *cs;
NetworkClientState *cs;
#ifndef __MORPHOS__
int sin_len;
#else
@ -594,7 +596,7 @@ static void NetworkAcceptClients(void)
{int b = 1; setsockopt(s, IPPROTO_TCP, TCP_NODELAY, (const char*)&b, sizeof(b));}
#endif
cs = AllocClient(s);
cs = NetworkAllocClient(s);
if (cs == NULL) {
// no more clients allowed?
// Send to the client that we are full!
@ -626,7 +628,7 @@ static void NetworkAcceptClients(void)
}
// Set up the listen socket for the server
bool NetworkListen(void)
static bool NetworkListen(void)
{
SOCKET ls;
struct sockaddr_in sin;
@ -682,16 +684,16 @@ bool NetworkListen(void)
}
// Close all current connections
void NetworkClose(void)
static void NetworkClose(void)
{
ClientState *cs;
NetworkClientState *cs;
FOR_ALL_CLIENTS(cs) {
if (!_network_server) {
SEND_COMMAND(PACKET_CLIENT_QUIT)("leaving");
NetworkSend_Packets(cs);
}
CloseClient(cs);
NetworkCloseClient(cs);
}
if (_network_server) {
@ -704,9 +706,9 @@ void NetworkClose(void)
}
// Inits the network (cleans sockets and stuff)
void NetworkInitialize(void)
static void NetworkInitialize(void)
{
ClientState *cs;
NetworkClientState *cs;
uint i;
_local_command_queue = NULL;
@ -735,7 +737,7 @@ void NetworkInitialize(void)
// add all servers from the config file to our list
for (i=0; i != lengthof(_network_server_list); i++) {
if (_network_server_list[i] == NULL) break;
AddServer(_network_server_list[i]);
NetworkAddServer(_network_server_list[i]);
}
}
@ -775,22 +777,25 @@ void NetworkQueryServer(const byte* host, unsigned short port, bool game_info)
// validates an address entered as a string and adds the server to
// the list
void AddServer(byte *b)
void NetworkAddServer(const byte *b)
{
if (*b != '\0') {
const byte *port = NULL;
const byte *player = NULL;
byte host[NETWORK_HOSTNAME_LENGTH];
uint16 rport;
ttd_strlcpy(host, b, lengthof(host));
ttd_strlcpy(_network_default_ip, b, lengthof(_network_default_ip));
rport = NETWORK_DEFAULT_PORT;
ParseConnectionString(&player, &port, b);
ParseConnectionString(&player, &port, host);
if (player != NULL) _network_playas = atoi(player);
if (port != NULL) rport = atoi(port);
NetworkQueryServer(b, rport, true);
NetworkQueryServer(host, rport, true);
}
}
@ -823,7 +828,7 @@ bool NetworkClientConnectGame(const byte* host, unsigned short port)
return _networking;
}
void NetworkInitGameInfo(void)
static void NetworkInitGameInfo(void)
{
NetworkClientInfo *ci;
@ -913,7 +918,7 @@ bool NetworkServerStart(void)
void NetworkReboot(void)
{
if (_network_server) {
ClientState *cs;
NetworkClientState *cs;
FOR_ALL_CLIENTS(cs) {
SEND_COMMAND(PACKET_SERVER_NEWGAME)(cs);
NetworkSend_Packets(cs);
@ -937,7 +942,7 @@ void NetworkReboot(void)
void NetworkDisconnect(void)
{
if (_network_server) {
ClientState *cs;
NetworkClientState *cs;
FOR_ALL_CLIENTS(cs) {
SEND_COMMAND(PACKET_SERVER_SHUTDOWN)(cs);
NetworkSend_Packets(cs);
@ -964,9 +969,9 @@ void NetworkDisconnect(void)
}
// Receives something from the network
bool NetworkReceive(void)
static bool NetworkReceive(void)
{
ClientState *cs;
NetworkClientState *cs;
int n;
fd_set read_fd, write_fd;
struct timeval tv;
@ -1022,7 +1027,7 @@ bool NetworkReceive(void)
// This sends all buffered commands (if possible)
static void NetworkSend(void)
{
ClientState *cs;
NetworkClientState *cs;
FOR_ALL_CLIENTS(cs) {
if (cs->writable) {
NetworkSend_Packets(cs);
@ -1036,7 +1041,7 @@ static void NetworkSend(void)
}
// Handle the local-command-queue
void NetworkHandleLocalQueue(void)
static void NetworkHandleLocalQueue(void)
{
if (_local_command_queue != NULL) {
CommandPacket *cp;
@ -1071,10 +1076,7 @@ void NetworkHandleLocalQueue(void)
}
}
extern void StateGameLoop();
bool NetworkDoClientLoop(void)
static bool NetworkDoClientLoop(void)
{
_frame_counter++;
@ -1168,7 +1170,7 @@ void NetworkGameLoop(void)
NetworkSend();
}
void NetworkGenerateUniqueId()
static void NetworkGenerateUniqueId(void)
{
md5_state_t state;
md5_byte_t digest[16];

View File

@ -193,6 +193,6 @@ VARDEF byte _network_playas; // an id to play as..
void ParseConnectionString(const byte **player, const byte **port, byte *connection_string);
void NetworkUpdateClientInfo(uint16 client_index);
void AddServer(byte *b);
void NetworkAddServer(const byte *b);
#endif /* NETWORK_H */

View File

@ -15,6 +15,8 @@
// This file handles all the client-commands
extern const char _openttd_revision[];
// So we don't make too much typos ;)
#define MY_CLIENT DEREF_CLIENT(0)
@ -43,8 +45,6 @@ DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)
NetworkSend_Packet(p, MY_CLIENT);
}
extern const char _openttd_revision[];
DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_JOIN)
{
//
@ -805,7 +805,7 @@ void NetworkClient_Connected(void)
}
// Reads the packets from the socket-stream, if available
NetworkRecvStatus NetworkClient_ReadPackets(ClientState *cs)
NetworkRecvStatus NetworkClient_ReadPackets(NetworkClientState *cs)
{
Packet *p;
NetworkRecvStatus res = NETWORK_RECV_STATUS_OKAY;

View File

@ -14,7 +14,7 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_PASSWORD)(const char *password);
DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_NAME)(const char *name);
DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_ACK);
NetworkRecvStatus NetworkClient_ReadPackets(ClientState *cs);
NetworkRecvStatus NetworkClient_ReadPackets(NetworkClientState *cs);
void NetworkClient_Connected(void);
#endif /* ENABLE_NETWORK */

View File

@ -86,7 +86,7 @@ assert_compile(sizeof(PacketSize) == 2);
// as soon as possible
// (that is: the next tick, or maybe one tick later if the
// OS-network-buffer is full)
void NetworkSend_Packet(Packet *packet, ClientState *cs)
void NetworkSend_Packet(Packet *packet, NetworkClientState *cs)
{
Packet *p;
assert(packet != NULL);
@ -114,9 +114,9 @@ void NetworkSend_Packet(Packet *packet, ClientState *cs)
// this handles what to do.
// For clients: close connection and drop back to main-menu
// For servers: close connection and that is it
NetworkRecvStatus CloseConnection(ClientState *cs)
NetworkRecvStatus CloseConnection(NetworkClientState *cs)
{
CloseClient(cs);
NetworkCloseClient(cs);
// Clients drop back to the main menu
if (!_network_server) {
@ -136,7 +136,7 @@ NetworkRecvStatus CloseConnection(ClientState *cs)
// 2) the OS reports back that it can not send any more
// data right now (full network-buffer, it happens ;))
// 3) sending took too long
bool NetworkSend_Packets(ClientState *cs)
bool NetworkSend_Packets(NetworkClientState *cs)
{
ssize_t res;
Packet *p;
@ -242,7 +242,7 @@ void NetworkRecv_string(Packet *p, char* buffer, size_t size)
// (the line: 'p->size = (uint16)p->buffer[0];' and below)
assert_compile(sizeof(PacketSize) == 2);
Packet *NetworkRecv_Packet(ClientState *cs, NetworkRecvStatus *status)
Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status)
{
ssize_t res;
Packet *p;
@ -330,7 +330,7 @@ Packet *NetworkRecv_Packet(ClientState *cs, NetworkRecvStatus *status)
}
// Add a command to the local command queue
void NetworkAddCommandQueue(ClientState *cs, CommandPacket *cp)
void NetworkAddCommandQueue(NetworkClientState *cs, CommandPacket *cp)
{
CommandPacket *new_cp = malloc(sizeof(CommandPacket));
@ -390,7 +390,7 @@ void NetworkSend_Command(uint32 tile, uint32 p1, uint32 p2, uint32 cmd, CommandC
// client on the server can do everything 1 tick faster then others.
// So to keep the game fair, we delay the command with 1 tick
// which gives about the same speed as most clients.
ClientState *cs;
NetworkClientState *cs;
// And we queue it for delivery to the clients
FOR_ALL_CLIENTS(cs) {

View File

@ -107,7 +107,7 @@ typedef enum {
} NetworkPasswordType;
// To keep the clients all together
typedef struct ClientState {
typedef struct NetworkClientState {
int socket;
uint16 index;
uint32 last_frame;
@ -122,7 +122,7 @@ typedef struct ClientState {
Packet *packet_recv; // Partially received packet
CommandPacket *command_queue; // The command-queue awaiting delivery
} ClientState;
} NetworkClientState;
// What packet types are there
// WARNING: The first 3 packets can NEVER change order again
@ -173,17 +173,17 @@ SOCKET _udp_client_socket; // udp client socket
// Here we keep track of the clients
// (and the client uses [0] for his own communication)
ClientState _clients[MAX_CLIENTS];
NetworkClientState _clients[MAX_CLIENTS];
#define DEREF_CLIENT(i) (&_clients[i])
// This returns the NetworkClientInfo from a ClientState
// This returns the NetworkClientInfo from a NetworkClientState
#define DEREF_CLIENT_INFO(cs) (&_network_client_info[cs - _clients])
// Macros to make life a bit more easier
#define DEF_CLIENT_RECEIVE_COMMAND(type) NetworkRecvStatus NetworkPacketReceive_ ## type ## _command(Packet *p)
#define DEF_CLIENT_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command(void)
#define DEF_CLIENT_SEND_COMMAND_PARAM(type) void NetworkPacketSend_ ## type ## _command
#define DEF_SERVER_RECEIVE_COMMAND(type) void NetworkPacketReceive_ ## type ## _command(ClientState *cs, Packet *p)
#define DEF_SERVER_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command(ClientState *cs)
#define DEF_SERVER_RECEIVE_COMMAND(type) void NetworkPacketReceive_ ## type ## _command(NetworkClientState *cs, Packet *p)
#define DEF_SERVER_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command(NetworkClientState *cs)
#define DEF_SERVER_SEND_COMMAND_PARAM(type) void NetworkPacketSend_ ## type ## _command
#define SEND_COMMAND(type) NetworkPacketSend_ ## type ## _command
@ -197,27 +197,27 @@ void NetworkSend_uint16(Packet *packet, uint16 data);
void NetworkSend_uint32(Packet *packet, uint32 data);
void NetworkSend_uint64(Packet *packet, uint64 data);
void NetworkSend_string(Packet *packet, const char* data);
void NetworkSend_Packet(Packet *packet, ClientState *cs);
void NetworkSend_Packet(Packet *packet, NetworkClientState *cs);
uint8 NetworkRecv_uint8(Packet *packet);
uint16 NetworkRecv_uint16(Packet *packet);
uint32 NetworkRecv_uint32(Packet *packet);
uint64 NetworkRecv_uint64(Packet *packet);
void NetworkRecv_string(Packet *packet, char* buffer, size_t size);
Packet *NetworkRecv_Packet(ClientState *cs, NetworkRecvStatus *status);
Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status);
bool NetworkSend_Packets(ClientState *cs);
bool NetworkSend_Packets(NetworkClientState *cs);
void NetworkExecuteCommand(CommandPacket *cp);
void NetworkAddCommandQueue(ClientState *cs, CommandPacket *cp);
void NetworkAddCommandQueue(NetworkClientState *cs, CommandPacket *cp);
// from network.c
void CloseClient(ClientState *cs);
void NetworkCloseClient(NetworkClientState *cs);
void CDECL NetworkTextMessage(NetworkAction action, uint16 color, const char *name, const char *str, ...);
void NetworkGetClientName(char *clientname, size_t size, ClientState *cs);
uint NetworkCalculateLag(const ClientState *cs);
void NetworkGetClientName(char *clientname, size_t size, const NetworkClientState *cs);
uint NetworkCalculateLag(const NetworkClientState *cs);
byte NetworkGetCurrentLanguageIndex();
NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index);
ClientState *NetworkFindClientStateFromIndex(uint16 client_index);
NetworkClientState *NetworkFindClientStateFromIndex(uint16 client_index);
unsigned long NetworkResolveHost(const char *hostname);
#endif /* ENABLE_NETWORK */

View File

@ -65,7 +65,7 @@ NetworkGameList *NetworkGameListAddItem(uint32 ip, uint16 port)
return item;
}
void NetworkGameListAddQueriedItem(NetworkGameInfo *info, bool server_online)
void NetworkGameListAddQueriedItem(const NetworkGameInfo *info, bool server_online)
{
// We queried a server and now we are going to add it to the list
NetworkGameList *item;

View File

@ -3,6 +3,6 @@
void NetworkGameListClear(void);
NetworkGameList *NetworkGameListAddItem(uint32 ip, uint16 port);
void NetworkGameListAddQueriedItem(NetworkGameInfo *info, bool server_online);
void NetworkGameListAddQueriedItem(const NetworkGameInfo *info, bool server_online);
#endif /* NETWORK_GAMELIST_H */

View File

@ -317,7 +317,7 @@ static void NetworkGameWindowWndProc(Window *w, WindowEvent *e)
break;
case WE_ON_EDIT_TEXT: {
AddServer(e->edittext.str);
NetworkAddServer(e->edittext.str);
} break;
case WE_CREATE: {

View File

@ -15,18 +15,20 @@
// This file handles all the server-commands
void NetworkHandleCommandQueue(ClientState *cs);
void NetworkHandleCommandQueue(NetworkClientState *cs);
void NetworkPopulateCompanyInfo(void);
void NetworkSendPatchSettings(ClientState *cs);
void NetworkSendPatchSettings(NetworkClientState *cs);
extern const char _openttd_revision[];
// Is the network enabled?
// **********
// Sending functions
// DEF_SERVER_SEND_COMMAND has parameter: ClientState *cs
// DEF_SERVER_SEND_COMMAND has parameter: NetworkClientState *cs
// **********
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CLIENT_INFO)(ClientState *cs, NetworkClientInfo *ci)
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CLIENT_INFO)(NetworkClientState *cs, NetworkClientInfo *ci)
{
//
// Packet: SERVER_CLIENT_INFO
@ -119,7 +121,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_COMPANY_INFO)
}
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(ClientState *cs, NetworkErrorCode error)
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientState *cs, NetworkErrorCode error)
{
//
// Packet: SERVER_ERROR
@ -128,7 +130,7 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(ClientState *cs, NetworkError
// uint8: ErrorID (see network_data.h, NetworkErrorCode)
//
ClientState *new_cs;
NetworkClientState *new_cs;
char str1[100], str2[100];
char client_name[NETWORK_NAME_LENGTH];
@ -167,10 +169,10 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(ClientState *cs, NetworkError
NetworkSend_Packets(cs);
// The client made a mistake, so drop his connection now!
CloseClient(cs);
NetworkCloseClient(cs);
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_NEED_PASSWORD)(ClientState *cs, NetworkPasswordType type)
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_NEED_PASSWORD)(NetworkClientState *cs, NetworkPasswordType type)
{
//
// Packet: SERVER_NEED_PASSWORD
@ -194,7 +196,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WELCOME)
//
Packet *p;
ClientState *new_cs;
NetworkClientState *new_cs;
// Invalid packet when status is AUTH or higher
if (cs->status >= STATUS_AUTH)
@ -226,7 +228,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WAIT)
// uint8: Clients awaiting map
//
int waiting = 0;
ClientState *new_cs;
NetworkClientState *new_cs;
Packet *p;
// Count how many players are waiting in the queue
@ -327,7 +329,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP)
fclose(file_pointer);
{
ClientState *new_cs;
NetworkClientState *new_cs;
bool new_map_client = false;
// Check if there is a client waiting for receiving the map
// and start sending him the map
@ -364,7 +366,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP)
}
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_JOIN)(ClientState *cs, uint16 client_index)
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_JOIN)(NetworkClientState *cs, uint16 client_index)
{
//
// Packet: SERVER_JOIN
@ -430,7 +432,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SYNC)
NetworkSend_Packet(p, cs);
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_COMMAND)(ClientState *cs, CommandPacket *cp)
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_COMMAND)(NetworkClientState *cs, CommandPacket *cp)
{
//
// Packet: SERVER_COMMAND
@ -470,7 +472,7 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_COMMAND)(ClientState *cs, CommandPac
NetworkSend_Packet(p, cs);
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CHAT)(ClientState *cs, NetworkAction action, uint16 client_index, const char *msg)
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CHAT)(NetworkClientState *cs, NetworkAction action, uint16 client_index, const char *msg)
{
//
// Packet: SERVER_CHAT
@ -490,7 +492,7 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CHAT)(ClientState *cs, NetworkAction
NetworkSend_Packet(p, cs);
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(ClientState *cs, uint16 client_index, NetworkErrorCode errorno)
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(NetworkClientState *cs, uint16 client_index, NetworkErrorCode errorno)
{
//
// Packet: SERVER_ERROR_QUIT
@ -509,7 +511,7 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(ClientState *cs, uint16
NetworkSend_Packet(p, cs);
}
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_QUIT)(ClientState *cs, uint16 client_index, const char *leavemsg)
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_QUIT)(NetworkClientState *cs, uint16 client_index, const char *leavemsg)
{
//
// Packet: SERVER_ERROR_QUIT
@ -556,7 +558,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_NEWGAME)
// **********
// Receiving functions
// DEF_SERVER_RECEIVE_COMMAND has parameter: ClientState *cs, Packet *p
// DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientState *cs, Packet *p
// **********
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO)
@ -564,8 +566,6 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO)
SEND_COMMAND(PACKET_SERVER_COMPANY_INFO)(cs);
}
extern const char _openttd_revision[];
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_JOIN)
{
char name[NETWORK_NAME_LENGTH];
@ -682,7 +682,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_PASSWORD)
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP)
{
ClientState *new_cs;
NetworkClientState *new_cs;
// The client was never joined.. so this is impossible, right?
// Ignore the packet, give the client a warning, and close his connection
@ -711,7 +711,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK)
if (cs->status == STATUS_DONE_MAP && !cs->quited) {
char client_name[NETWORK_NAME_LENGTH];
char str[100];
ClientState *new_cs;
NetworkClientState *new_cs;
GetString(str, STR_NETWORK_CLIENT_JOINED);
NetworkGetClientName(client_name, sizeof(client_name), cs);
@ -747,7 +747,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
// The client has done a command and wants us to handle it
int i;
byte callback;
ClientState *new_cs;
NetworkClientState *new_cs;
NetworkClientInfo *ci;
char *dparam_char;
@ -832,7 +832,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ERROR)
{
// This packets means a client noticed an error and is reporting this
// to us. Display the error and report it to the other clients
ClientState *new_cs;
NetworkClientState *new_cs;
byte errorno = NetworkRecv_uint8(p);
char str1[100], str2[100];
char client_name[NETWORK_NAME_LENGTH];
@ -865,7 +865,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_QUIT)
{
// The client wants to leave. Display this and report it to the other
// clients.
ClientState *new_cs;
NetworkClientState *new_cs;
char str1[100], str2[100];
char client_name[NETWORK_NAME_LENGTH];
@ -908,7 +908,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ACK)
void NetworkServer_HandleChat(NetworkAction action, DestType desttype, int dest, const char *msg, byte from_index)
{
ClientState *cs;
NetworkClientState *cs;
NetworkClientInfo *ci, *ci_own, *ci_to;
switch (desttype) {
@ -1036,7 +1036,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME)
}
// The layout for the receive-functions by the server
typedef void NetworkServerPacket(ClientState *cs, Packet *p);
typedef void NetworkServerPacket(NetworkClientState *cs, Packet *p);
// This array matches PacketType. At an incoming
@ -1084,7 +1084,7 @@ extern const SettingDesc patch_settings[];
// This is a TEMPORARY solution to get the patch-settings
// to the client. When the patch-settings are saved in the savegame
// this should be removed!!
void NetworkSendPatchSettings(ClientState *cs)
void NetworkSendPatchSettings(NetworkClientState *cs)
{
const SettingDesc *item;
Packet *p = NetworkSend_Init(PACKET_SERVER_MAP);
@ -1122,7 +1122,7 @@ void NetworkPopulateCompanyInfo(void)
Player *p;
Vehicle *v;
Station *s;
ClientState *cs;
NetworkClientState *cs;
NetworkClientInfo *ci;
int i;
uint16 months_empty;
@ -1222,7 +1222,7 @@ void NetworkPopulateCompanyInfo(void)
// Send a packet to all clients with updated info about this client_index
void NetworkUpdateClientInfo(uint16 client_index)
{
ClientState *cs;
NetworkClientState *cs;
NetworkClientInfo *ci;
ci = NetworkFindClientInfoFromIndex(client_index);
@ -1242,7 +1242,7 @@ void NetworkUpdateClientInfo(uint16 client_index)
(and item 1. happens a year later) */
static void NetworkAutoCleanCompanies()
{
ClientState *cs;
NetworkClientState *cs;
NetworkClientInfo *ci;
Player *p;
bool clients_in_company[MAX_PLAYERS];
@ -1300,7 +1300,7 @@ static void NetworkAutoCleanCompanies()
// and it returns true if that succeeded.
bool NetworkFindName(char new_name[NETWORK_NAME_LENGTH])
{
ClientState *new_cs;
NetworkClientState *new_cs;
NetworkClientInfo *ci;
bool found_name = false;
byte number = 0;
@ -1341,7 +1341,7 @@ bool NetworkFindName(char new_name[NETWORK_NAME_LENGTH])
}
// Reads a packet from the stream
bool NetworkServer_ReadPackets(ClientState *cs)
bool NetworkServer_ReadPackets(NetworkClientState *cs)
{
Packet *p;
NetworkRecvStatus res;
@ -1358,7 +1358,7 @@ bool NetworkServer_ReadPackets(ClientState *cs)
}
// Handle the local command-queue
void NetworkHandleCommandQueue(ClientState *cs) {
void NetworkHandleCommandQueue(NetworkClientState *cs) {
if (cs->command_queue != NULL) {
CommandPacket *cp;
CommandPacket *cp_prev;
@ -1389,7 +1389,7 @@ void NetworkServer_Tick(void)
#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
static uint32 last_sync_frame = 0;
#endif
ClientState *cs;
NetworkClientState *cs;
bool send_frame = false;
// Update max-frame-counter
@ -1410,7 +1410,7 @@ void NetworkServer_Tick(void)
// Client did still not report in after 4 game-day, drop him
// (that is, the 3 of above, + 1 before any lag is counted)
IConsolePrintF(_iconsole_color_error,"Client #%d is dropped because the client did not respond for more then 4 game-days", cs->index);
CloseClient(cs);
NetworkCloseClient(cs);
continue;
}
@ -1453,7 +1453,7 @@ void NetworkServer_Tick(void)
NetworkUDPAdvertise();
}
void NetworkServerMonthlyLoop()
void NetworkServerMonthlyLoop(void)
{
NetworkAutoCleanCompanies();
}

View File

@ -4,17 +4,17 @@
#ifdef ENABLE_NETWORK
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP);
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(ClientState *cs, uint16 client_index, NetworkErrorCode errorno);
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(ClientState *cs, NetworkErrorCode error);
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(NetworkClientState *cs, uint16 client_index, NetworkErrorCode errorno);
DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientState *cs, NetworkErrorCode error);
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SHUTDOWN);
DEF_SERVER_SEND_COMMAND(PACKET_SERVER_NEWGAME);
bool NetworkFindName(char new_name[NETWORK_NAME_LENGTH]);
void NetworkServer_HandleChat(NetworkAction action, DestType desttype, int dest, const char *msg, byte from_index);
bool NetworkServer_ReadPackets(ClientState *cs);
void NetworkServer_Tick();
void NetworkServerMonthlyLoop();
bool NetworkServer_ReadPackets(NetworkClientState *cs);
void NetworkServer_Tick(void);
void NetworkServerMonthlyLoop(void);
#endif /* ENABLE_NETWORK */

View File

@ -106,7 +106,7 @@ DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_RESPONSE)
DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_DETAIL_INFO)
{
ClientState *cs;
NetworkClientState *cs;
NetworkClientInfo *ci;
Packet *packet;
Player *player;
@ -471,7 +471,7 @@ void NetworkUDPQueryServer(const byte* host, unsigned short port)
/* Register us to the master server
This function checks if it needs to send an advertise */
void NetworkUDPAdvertise()
void NetworkUDPAdvertise(void)
{
struct sockaddr_in out_addr;
Packet *p;

View File

@ -6,6 +6,6 @@ bool NetworkUDPListen(uint32 host, uint16 port);
void NetworkUDPReceive(void);
void NetworkUDPSearchGame(void);
void NetworkUDPQueryServer(const byte* host, unsigned short port);
void NetworkUDPAdvertise();
void NetworkUDPAdvertise(void);
#endif /* NETWORK_LAN_H */