(svn r19610) -Codechange: rename STATUS_AUTH to STATUS_AUTHORIZED

This commit is contained in:
smatz 2010-04-11 17:32:14 +00:00
parent 43015ad79b
commit 7f3844d3aa
3 changed files with 26 additions and 26 deletions

View File

@ -76,15 +76,15 @@ struct CommandPacket;
/** Status of a client */
enum ClientStatus {
STATUS_INACTIVE, ///< The client is not connected nor active
STATUS_AUTH_GAME, ///< The client is authorizing with game (server) password
STATUS_INACTIVE, ///< The client is not connected nor active
STATUS_AUTH_GAME, ///< The client is authorizing with game (server) password
STATUS_AUTH_COMPANY, ///< The client is authorizing with company password
STATUS_AUTH, ///< The client is authorized
STATUS_MAP_WAIT, ///< The client is waiting as someone else is downloading the map
STATUS_MAP, ///< The client is downloading the map
STATUS_DONE_MAP, ///< The client has downloaded the map
STATUS_PRE_ACTIVE, ///< The client is catching up the delayed frames
STATUS_ACTIVE, ///< The client is active within in the game
STATUS_AUTHORIZED, ///< The client is authorized
STATUS_MAP_WAIT, ///< The client is waiting as someone else is downloading the map
STATUS_MAP, ///< The client is downloading the map
STATUS_DONE_MAP, ///< The client has downloaded the map
STATUS_PRE_ACTIVE, ///< The client is catching up the delayed frames
STATUS_ACTIVE, ///< The client is active within in the game
};
class NetworkClientSocket;

View File

@ -452,7 +452,7 @@ static bool NetworkHasJoiningClient()
{
const NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
if (cs->status >= STATUS_AUTH && cs->status < STATUS_ACTIVE) return true;
if (cs->status >= STATUS_AUTHORIZED && cs->status < STATUS_ACTIVE) return true;
}
return false;
@ -548,7 +548,7 @@ NetworkRecvStatus NetworkCloseClient(NetworkClientSocket *cs, NetworkRecvStatus
*/
if (cs->sock == INVALID_SOCKET) return status;
if (status != NETWORK_RECV_STATUS_CONN_LOST && !cs->HasClientQuit() && _network_server && cs->status >= STATUS_AUTH) {
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;
@ -559,7 +559,7 @@ NetworkRecvStatus NetworkCloseClient(NetworkClientSocket *cs, NetworkRecvStatus
/* Inform other clients of this... strange leaving ;) */
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status > STATUS_AUTH && cs != 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);
}
}
@ -569,7 +569,7 @@ NetworkRecvStatus NetworkCloseClient(NetworkClientSocket *cs, NetworkRecvStatus
if (_network_server) {
/* We just lost one client :( */
if (cs->status >= STATUS_AUTH) _network_game_info.clients_on--;
if (cs->status >= STATUS_AUTHORIZED) _network_game_info.clients_on--;
_network_clients_connected--;
SetWindowDirty(WC_CLIENT_LIST, 0);

View File

@ -152,7 +152,7 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientSocket *cs, Netw
GetString(str, strid, lastof(str));
/* Only send when the current client was in game */
if (cs->status > STATUS_AUTH) {
if (cs->status > STATUS_AUTHORIZED) {
NetworkClientSocket *new_cs;
char client_name[NETWORK_CLIENT_NAME_LENGTH];
@ -163,7 +163,7 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientSocket *cs, Netw
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, strid);
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status > STATUS_AUTH && new_cs != cs) {
if (new_cs->status > STATUS_AUTHORIZED && new_cs != cs) {
/* Some errors we filter to a more general error. Clients don't have to know the real
* reason a joining failed. */
if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED || error == NETWORK_ERROR_WRONG_REVISION)
@ -261,9 +261,9 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WELCOME)
NetworkClientSocket *new_cs;
/* Invalid packet when status is AUTH or higher */
if (cs->status >= STATUS_AUTH) return NetworkCloseClient(cs, NETWORK_RECV_STATUS_MALFORMED_PACKET);
if (cs->status >= STATUS_AUTHORIZED) return NetworkCloseClient(cs, NETWORK_RECV_STATUS_MALFORMED_PACKET);
cs->status = STATUS_AUTH;
cs->status = STATUS_AUTHORIZED;
_network_game_info.clients_on++;
p = new Packet(PACKET_SERVER_WELCOME);
@ -274,7 +274,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WELCOME)
/* Transmit info about all the active clients */
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs != cs && new_cs->status > STATUS_AUTH)
if (new_cs != cs && new_cs->status > STATUS_AUTHORIZED)
SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, new_cs->GetInfo());
}
/* Also send the info of the server */
@ -325,12 +325,12 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP)
static FILE *file_pointer;
static uint sent_packets; // How many packets we did send succecfully last time
if (cs->status < STATUS_AUTH) {
if (cs->status < STATUS_AUTHORIZED) {
/* Illegal call, return error and ignore the packet */
return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED);
}
if (cs->status == STATUS_AUTH) {
if (cs->status == STATUS_AUTHORIZED) {
const char *filename = "network_server.tmp";
Packet *p;
@ -391,7 +391,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP)
/* Check if we already have a new client to send the map to */
if (!new_map_client) {
/* If not, this client will get the map */
new_cs->status = STATUS_AUTH;
new_cs->status = STATUS_AUTHORIZED;
new_map_client = true;
SEND_COMMAND(PACKET_SERVER_MAP)(new_cs);
} else {
@ -815,7 +815,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP)
/* The client was never joined.. so this is impossible, right?
* Ignore the packet, give the client a warning, and close his connection */
if (cs->status < STATUS_AUTH || cs->HasClientQuit()) {
if (cs->status < STATUS_AUTHORIZED || cs->HasClientQuit()) {
return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED);
}
@ -856,7 +856,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK)
cs->last_frame_server = _frame_counter;
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status > STATUS_AUTH) {
if (new_cs->status > STATUS_AUTHORIZED) {
SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(new_cs, cs->GetInfo());
SEND_COMMAND(PACKET_SERVER_JOIN)(new_cs, cs->client_id);
}
@ -989,7 +989,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ERROR)
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, strid);
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status > STATUS_AUTH) {
if (new_cs->status > STATUS_AUTHORIZED) {
SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->client_id, errorno);
}
}
@ -1016,7 +1016,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_QUIT)
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, STR_NETWORK_MESSAGE_CLIENT_LEAVING);
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status > STATUS_AUTH) {
if (new_cs->status > STATUS_AUTHORIZED) {
SEND_COMMAND(PACKET_SERVER_QUIT)(new_cs, cs->client_id);
}
}
@ -1027,7 +1027,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_QUIT)
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ACK)
{
if (cs->status < STATUS_AUTH) {
if (cs->status < STATUS_AUTHORIZED) {
/* Illegal call, return error and ignore the packet */
return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED);
}
@ -1154,7 +1154,7 @@ void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, co
DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_CHAT)
{
if (cs->status < STATUS_AUTH) {
if (cs->status < STATUS_AUTHORIZED) {
/* Illegal call, return error and ignore the packet */
return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED);
}