mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r8445) -Cleanup: remove some @params from comments as the parameters did not exist anymore and add comments to several variables/functions.
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@ -5,6 +5,10 @@
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#ifdef ENABLE_NETWORK
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/**
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* @file config.h Configuration options of the network stuff
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*/
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/** DNS hostname of the masterserver */
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#define NETWORK_MASTER_SERVER_HOST "master.openttd.org"
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/** Message sent to the masterserver to 'identify' this client as OpenTTD */
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@ -6,6 +6,10 @@
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#include "../../debug.h"
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#include "os_abstraction.h"
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/**
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* @file core.cpp Functions used to initialize/shut down the core network
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*/
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#ifdef __MORPHOS__
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/* the library base is required here */
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struct Library *SocketBase = NULL;
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@ -13,6 +17,7 @@ struct Library *SocketBase = NULL;
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/**
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* Initializes the network core (as that is needed for some platforms
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* @return true if the core has been initialized, false otherwise
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*/
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bool NetworkCoreInitialize(void)
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{
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@ -7,9 +7,14 @@
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#include "os_abstraction.h"
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/**
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* @file core.h Base for all network types (UDP and TCP)
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*/
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bool NetworkCoreInitialize(void);
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void NetworkCoreShutdown(void);
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/** Status of a network client; reasons why a client has quit */
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typedef enum {
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NETWORK_RECV_STATUS_OKAY, ///< Everything is okay
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NETWORK_RECV_STATUS_DESYNC, ///< A desync did occur
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@ -32,7 +37,10 @@ public:
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bool has_quit; ///< Whether the current client has quit/send a bad packet
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SOCKET sock; ///< The socket currently connected to
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public:
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/** Create a new unbound socket */
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NetworkSocketHandler() { this->sock = INVALID_SOCKET; this->has_quit = false; }
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/** Close the socket when distructing the socket handler */
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virtual ~NetworkSocketHandler() { this->Close(); }
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/** Really close the socket */
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@ -10,7 +10,7 @@
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#include "packet.h"
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/**
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* @file packet.h Basic functions to create, fill and read packets.
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* @file packet.cpp Basic functions to create, fill and read packets.
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*/
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@ -94,6 +94,8 @@ void NetworkSend_uint64(Packet *packet, uint64 data)
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/**
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* Sends a string over the network. It sends out
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* the string + '\0'. No size-byte or something.
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* @param packet packet to send the string in
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* @param data the string to send
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*/
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void NetworkSend_string(Packet *packet, const char* data)
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{
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@ -15,7 +15,7 @@
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#include "../../helpers.hpp"
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/**
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* @file tcp.c Basic functions to receive and send TCP packets.
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* @file tcp.cpp Basic functions to receive and send TCP packets.
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*/
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/** Very ugly temporary hack !!! */
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@ -43,7 +43,6 @@ void NetworkTCPSocketHandler::Initialize()
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* A socket can make errors. When that happens this handles what to do.
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* For clients: close connection and drop back to main-menu
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* For servers: close connection and that is it
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* @param cs the client to close the connection of
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* @return the new status
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* TODO: needs to be splitted when using client and server socket packets
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*/
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@ -55,18 +55,20 @@ enum {
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PACKET_END ///< Must ALWAYS be on the end of this list!! (period)
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};
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/** Packet that wraps a command */
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typedef struct CommandPacket {
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struct CommandPacket *next;
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struct CommandPacket *next; ///< the next command packet (if in queue)
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PlayerByte player; ///< player that is executing the command
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uint32 cmd; ///< command being executed
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uint32 p1; ///< parameter p1
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uint32 p2; ///< parameter p2
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TileIndex tile; ///< tile command being executed on
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char text[80];
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char text[80]; ///< possible text sent for name changes etc
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uint32 frame; ///< the frame in which this packet is executed
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byte callback; ///< any callback function executed upon successful completion of the command
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} CommandPacket;
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/** Status of a client */
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typedef enum {
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STATUS_INACTIVE, ///< The client is not connected nor active
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STATUS_AUTH, ///< The client is authorized
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@ -81,18 +83,18 @@ typedef enum {
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class NetworkTCPSocketHandler : public NetworkSocketHandler {
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/* TODO: rewrite into a proper class */
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public:
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uint16 index;
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uint32 last_frame;
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uint32 last_frame_server;
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byte lag_test; // This byte is used for lag-testing the client
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uint16 index; ///< Client index
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uint32 last_frame; ///< Last frame we have executed
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uint32 last_frame_server; ///< Last frame the server has executed
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byte lag_test; ///< Byte used for lag-testing the client
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ClientStatus status;
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bool writable; // is client ready to write to?
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ClientStatus status; ///< Status of this client
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bool writable; ///< Can we write to this socket?
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Packet *packet_queue; // Packets that are awaiting delivery
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Packet *packet_recv; // Partially received packet
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Packet *packet_queue; ///< Packets that are awaiting delivery
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Packet *packet_recv; ///< Partially received packet
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CommandPacket *command_queue; // The command-queue awaiting delivery
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CommandPacket *command_queue; ///< The command-queue awaiting delivery
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NetworkRecvStatus CloseConnection();
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void Initialize();
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@ -10,12 +10,11 @@
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#include "udp.h"
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/**
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* @file udp.c Basic functions to receive and send UDP packets.
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* @file core/udp.cpp Basic functions to receive and send UDP packets.
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*/
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/**
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* Start listening on the given host and port.
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* @param udp the place where the (references to the) UDP are stored
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* @param host the host (ip) to listen on
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* @param port the port to listen on
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* @param broadcast whether to allow broadcast sending/receiving
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@ -69,7 +68,6 @@ bool NetworkUDPSocketHandler::Listen(const uint32 host, const uint16 port, const
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/**
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* Close the given UDP socket
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* @param udp the socket to close
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*/
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void NetworkUDPSocketHandler::Close()
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{
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@ -87,7 +85,6 @@ NetworkRecvStatus NetworkUDPSocketHandler::CloseConnection()
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/**
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* Send a packet over UDP
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* @param udp the socket to send over
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* @param p the packet to send
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* @param recv the receiver (target) of the packet
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*/
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@ -106,7 +103,6 @@ void NetworkUDPSocketHandler::SendPacket(Packet *p, const struct sockaddr_in *re
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/**
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* Receive a packet at UDP level
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* @param udp the socket to receive the packet on
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*/
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void NetworkUDPSocketHandler::ReceivePackets()
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{
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@ -305,7 +301,10 @@ void NetworkUDPSocketHandler::Recv_NetworkGameInfo(Packet *p, NetworkGameInfo *i
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}
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}
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/* Defines a simple (switch) case for each network packet */
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/**
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* Defines a simple (switch) case for each network packet
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* @param type the packet type to create the case for
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*/
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#define UDP_COMMAND(type) case type: this->NetworkPacketReceive_ ## type ## _command(p, client_addr); break;
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/**
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}
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}
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/*
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/**
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* Create stub implementations for all receive commands that only
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* show a warning that the given command is not available for the
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* socket where the packet came from.
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* @param type the packet type to create the stub for
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*/
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#define DEFINE_UNAVAILABLE_UDP_RECEIVE_COMMAND(type) \
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void NetworkUDPSocketHandler::NetworkPacketReceive_## type ##_command(\
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Packet *p, const struct sockaddr_in *client_addr) { \
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@ -120,8 +120,9 @@ protected:
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* the grfconfig list of the NetworkGameInfo.
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* @param config the GRF to handle
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*/
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virtual void HandleIncomingNetworkGameInfoGRFConfig(GRFConfig *config) { NOT_REACHED(); }
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virtual void HandleIncomingNetworkGameInfoGRFConfig(GRFConfig *config) = 0;
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public:
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/** On destructing of this class, the socket needs to be closed */
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virtual ~NetworkUDPSocketHandler() { this->Close(); }
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bool Listen(uint32 host, uint16 port, bool broadcast);
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