(svn r10082) -Fix [FS#846]: another memory leak in the networking code (benc).

This commit is contained in:
rubidium 2007-06-10 19:59:08 +00:00
parent 7767e466e5
commit d0ad020dc6
1 changed files with 37 additions and 41 deletions

View File

@ -30,65 +30,61 @@ void NetworkAddCommandQueue(NetworkTCPSocketHandler *cs, CommandPacket *cp)
// Prepare a DoCommand to be send over the network
void NetworkSend_Command(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback)
{
CommandPacket *c = MallocT<CommandPacket>(1);
byte temp_callback;
CommandPacket c;
c->player = _local_player;
c->next = NULL;
c->tile = tile;
c->p1 = p1;
c->p2 = p2;
c->cmd = cmd;
c->callback = 0;
c.player = _local_player;
c.next = NULL;
c.tile = tile;
c.p1 = p1;
c.p2 = p2;
c.cmd = cmd;
temp_callback = 0;
c.callback = 0;
while (c.callback < _callback_table_count && _callback_table[c.callback] != callback) {
c.callback++;
}
while (temp_callback < _callback_table_count && _callback_table[temp_callback] != callback)
temp_callback++;
if (temp_callback == _callback_table_count) {
if (c.callback == _callback_table_count) {
DEBUG(net, 0, "Unknown callback. (Pointer: %p) No callback sent", callback);
temp_callback = 0; /* _callback_table[0] == NULL */
c.callback = 0; // _callback_table[0] == NULL
}
if (_network_server) {
// We are the server, so set the command to be executed next possible frame
c->frame = _frame_counter_max + 1;
} else {
c->frame = 0; // The client can't tell which frame, so just make it 0
}
ttd_strlcpy(c->text, (_cmd_text != NULL) ? _cmd_text : "", lengthof(c->text));
ttd_strlcpy(c.text, (_cmd_text != NULL) ? _cmd_text : "", lengthof(c.text));
if (_network_server) {
// If we are the server, we queue the command in our 'special' queue.
// In theory, we could execute the command right away, but then the
// client on the server can do everything 1 tick faster than others.
// So to keep the game fair, we delay the command with 1 tick
// which gives about the same speed as most clients.
NetworkTCPSocketHandler *cs;
/* If we are the server, we queue the command in our 'special' queue.
* In theory, we could execute the command right away, but then the
* client on the server can do everything 1 tick faster than others.
* So to keep the game fair, we delay the command with 1 tick
* which gives about the same speed as most clients.
*/
c.frame = _frame_counter_max + 1;
// And we queue it for delivery to the clients
FOR_ALL_CLIENTS(cs) {
if (cs->status > STATUS_AUTH) NetworkAddCommandQueue(cs, c);
}
// Only the server gets the callback, because clients should not get them
c->callback = temp_callback;
CommandPacket *new_cp = MallocT<CommandPacket>(1);
*new_cp = c;
if (_local_command_queue == NULL) {
_local_command_queue = c;
_local_command_queue = new_cp;
} else {
// Find last packet
/* Find last packet */
CommandPacket *cp = _local_command_queue;
while (cp->next != NULL) cp = cp->next;
cp->next = c;
cp->next = new_cp;
}
/* Only the local client (in this case, the server) gets the callback */
c.callback = 0;
/* And we queue it for delivery to the clients */
NetworkTCPSocketHandler *cs;
FOR_ALL_CLIENTS(cs) {
if (cs->status > STATUS_AUTH) NetworkAddCommandQueue(cs, &c);
}
return;
}
// Clients send their command to the server and forget all about the packet
c->callback = temp_callback;
SEND_COMMAND(PACKET_CLIENT_COMMAND)(c);
c.frame = 0; // The client can't tell which frame, so just make it 0
/* Clients send their command to the server and forget all about the packet */
SEND_COMMAND(PACKET_CLIENT_COMMAND)(&c);
}
// Execute a DoCommand we received from the network