NetPlay refactoring:

* Rename addSocket to more descriptive SocketSet_AddSocket
 * Rename delSocket to more descriptive SocketSet_DelSocket

git-svn-id: https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/trunk@9952 4a71c877-e1ca-e34f-864e-861f7616d084
master
Giel van Schijndel 2010-02-21 20:26:27 +00:00 committed by Git SVN Gateway
parent 401723958c
commit 2c09022412
1 changed files with 23 additions and 23 deletions

View File

@ -611,7 +611,7 @@ static SocketSet* allocSocketSet(size_t count)
*
* @return true if @c socket is succesfully added to @set.
*/
static bool addSocket(SocketSet* set, Socket* socket)
static bool SocketSet_AddSocket(SocketSet* set, Socket* socket)
{
size_t i;
@ -644,7 +644,7 @@ static bool addSocket(SocketSet* set, Socket* socket)
/**
* Remove the given socket from the given socket set.
*/
static void delSocket(SocketSet* set, Socket* socket)
static void SocketSet_DelSocket(SocketSet* set, Socket* socket)
{
size_t i;
@ -1328,7 +1328,7 @@ static BOOL NET_fillBuffer(NETBUFSOCKET* bs, SocketSet* socket_set)
// an error occured, or the remote host has closed the connection.
if (socket_set != NULL)
{
delSocket(socket_set, bs->socket);
SocketSet_DelSocket(socket_set, bs->socket);
}
ASSERT(bs->bytes < NET_BUFFER_SIZE, "Socket buffer is too small!");
@ -1509,7 +1509,7 @@ static void NETplayerClientDisconnect(uint32_t index)
index, connected_bsocket[index]->socket);
// Although we can get a error result from DelSocket, it don't really matter here.
delSocket(socket_set, connected_bsocket[index]->socket);
SocketSet_DelSocket(socket_set, connected_bsocket[index]->socket);
socketClose(connected_bsocket[index]->socket);
connected_bsocket[index]->socket = NULL;
NetPlay.players[index].heartbeat = false;
@ -1539,7 +1539,7 @@ static void NETplayerLeaving(UDWORD index)
index, connected_bsocket[index]->socket);
// Although we can get a error result from DelSocket, it don't really matter here.
delSocket(socket_set, connected_bsocket[index]->socket);
SocketSet_DelSocket(socket_set, connected_bsocket[index]->socket);
socketClose(connected_bsocket[index]->socket);
connected_bsocket[index]->socket = NULL;
}
@ -2126,7 +2126,7 @@ int NETclose(void)
allow_joining = false;
if(bsocket)
{ // need delSocket() as well, socket_set or tmp_socket_set?
{ // need SocketSet_DelSocket() as well, socket_set or tmp_socket_set?
debug(LOG_NET, "Closing bsocket %p socket %p (tcp_socket=%p)", bsocket, bsocket->socket, tcp_socket);
//socketClose(bsocket->socket);
NET_destroyBufferedSocket(bsocket);
@ -2159,7 +2159,7 @@ int NETclose(void)
{
if (tmp_socket[i])
{
// FIXME: need delSocket() as well, socket_set or tmp_socket_set?
// FIXME: need SocketSet_DelSocket() as well, socket_set or tmp_socket_set?
debug(LOG_NET, "Closing tmp_socket[%d] %p", i, tmp_socket[i]);
socketClose(tmp_socket[i]);
tmp_socket[i]=NULL;
@ -2171,7 +2171,7 @@ int NETclose(void)
// checking to make sure tcp_socket is still valid
if (tcp_socket)
{
delSocket(socket_set, tcp_socket);
SocketSet_DelSocket(socket_set, tcp_socket);
}
debug(LOG_NET, "Freeing socket_set %p", socket_set);
free(socket_set);
@ -3179,7 +3179,7 @@ static void NETallowJoining(void)
if (tmp_socket[i] == NULL // Make sure that we're not out of sockets
&& (tmp_socket[i] = socketAccept(tcp_socket)) != NULL)
{
addSocket(tmp_socket_set, tmp_socket[i]);
SocketSet_AddSocket(tmp_socket_set, tmp_socket[i]);
if (checkSockets(tmp_socket_set, NET_TIMEOUT_DELAY) > 0
&& tmp_socket[i]->ready
&& (recv_result = readNoInt(tmp_socket[i], buffer, 5))
@ -3202,7 +3202,7 @@ static void NETallowJoining(void)
NETsendGAMESTRUCT(tmp_socket[i], &gamestruct);
}
delSocket(tmp_socket_set, tmp_socket[i]);
SocketSet_DelSocket(tmp_socket_set, tmp_socket[i]);
socketClose(tmp_socket[i]);
tmp_socket[i] = NULL;
}
@ -3212,21 +3212,21 @@ static void NETallowJoining(void)
if (!NETsendGAMESTRUCT(tmp_socket[i], &gamestruct))
{
debug(LOG_ERROR, "Failed to respond (with GAMESTRUCT) to 'join' command: %s", strSockError(getSockErr()));
delSocket(tmp_socket_set, tmp_socket[i]);
SocketSet_DelSocket(tmp_socket_set, tmp_socket[i]);
socketClose(tmp_socket[i]);
tmp_socket[i] = NULL;
}
}
else
{
delSocket(tmp_socket_set, tmp_socket[i]);
SocketSet_DelSocket(tmp_socket_set, tmp_socket[i]);
socketClose(tmp_socket[i]);
tmp_socket[i] = NULL;
}
}
else
{
delSocket(tmp_socket_set, tmp_socket[i]);
SocketSet_DelSocket(tmp_socket_set, tmp_socket[i]);
socketClose(tmp_socket[i]);
tmp_socket[i] = NULL;
}
@ -3253,7 +3253,7 @@ static void NETallowJoining(void)
debug(LOG_NET, "Client socket ecountered error: %s", strSockError(getSockErr()));
}
delSocket(tmp_socket_set, tmp_socket[i]);
SocketSet_DelSocket(tmp_socket_set, tmp_socket[i]);
socketClose(tmp_socket[i]);
tmp_socket[i] = NULL;
}
@ -3284,15 +3284,15 @@ static void NETallowJoining(void)
if (index == -1)
{
// FIXME: No room. Dropping the player without warning since protocol doesn't seem to support rejection at this point
delSocket(tmp_socket_set, tmp_socket[i]);
SocketSet_DelSocket(tmp_socket_set, tmp_socket[i]);
socketClose(tmp_socket[i]);
tmp_socket[i] = NULL;
return;
}
delSocket(tmp_socket_set, tmp_socket[i]);
SocketSet_DelSocket(tmp_socket_set, tmp_socket[i]);
NET_initBufferedSocket(connected_bsocket[index], tmp_socket[i]);
addSocket(socket_set, connected_bsocket[index]->socket);
SocketSet_AddSocket(socket_set, connected_bsocket[index]->socket);
tmp_socket[i] = NULL;
if (!NETisCorrectVersion(MajorVersion, MinorVersion))
@ -3326,7 +3326,7 @@ static void NETallowJoining(void)
NET_DestroyPlayer(index);
allow_joining = true;
delSocket(socket_set, connected_bsocket[index]->socket);
SocketSet_DelSocket(socket_set, connected_bsocket[index]->socket);
socketClose(connected_bsocket[index]->socket);
connected_bsocket[index]->socket = NULL;
return;
@ -3549,7 +3549,7 @@ BOOL NETfindGame(void)
if (tcp_socket != NULL)
{
debug(LOG_NET, "Deleting tcp_socket %p", tcp_socket);
delSocket(socket_set,tcp_socket);
SocketSet_DelSocket(socket_set,tcp_socket);
socketClose(tcp_socket);
tcp_socket = NULL;
}
@ -3580,7 +3580,7 @@ BOOL NETfindGame(void)
}
debug(LOG_NET, "Created socket_set %p", socket_set);
addSocket(socket_set, tcp_socket);
SocketSet_AddSocket(socket_set, tcp_socket);
debug(LOG_NET, "Sending list cmd");
@ -3712,13 +3712,13 @@ connect_succesfull:
debug(LOG_NET, "Created socket_set %p", socket_set);
// tcp_socket is used to talk to host machine
addSocket(socket_set, tcp_socket);
SocketSet_AddSocket(socket_set, tcp_socket);
if (writeAll(tcp_socket, "join", sizeof("join")) == SOCKET_ERROR)
{
debug(LOG_ERROR, "Failed to send 'join' command: %s", strSockError(getSockErr()));
freeaddrinfo(hosts);
delSocket(socket_set, tcp_socket);
SocketSet_DelSocket(socket_set, tcp_socket);
socketClose(tcp_socket);
free(socket_set);
socket_set = NULL;
@ -3734,7 +3734,7 @@ connect_succesfull:
if (NetPlay.games[gameNumber].desc.dwCurrentPlayers >= NetPlay.games[gameNumber].desc.dwMaxPlayers)
{
// Shouldn't join; game is full
delSocket(socket_set, tcp_socket);
SocketSet_DelSocket(socket_set, tcp_socket);
socketClose(tcp_socket);
free(socket_set);
socket_set = NULL;