diff --git a/lib/netplay/netplay.c b/lib/netplay/netplay.c index ae719174a..214d7212f 100644 --- a/lib/netplay/netplay.c +++ b/lib/netplay/netplay.c @@ -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;