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-861f7616d084master
parent
401723958c
commit
2c09022412
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@ -611,7 +611,7 @@ static SocketSet* allocSocketSet(size_t count)
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*
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* @return true if @c socket is succesfully added to @set.
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*/
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static bool addSocket(SocketSet* set, Socket* socket)
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static bool SocketSet_AddSocket(SocketSet* set, Socket* socket)
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{
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size_t i;
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@ -644,7 +644,7 @@ static bool addSocket(SocketSet* set, Socket* socket)
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/**
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* Remove the given socket from the given socket set.
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*/
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static void delSocket(SocketSet* set, Socket* socket)
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static void SocketSet_DelSocket(SocketSet* set, Socket* socket)
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{
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size_t i;
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@ -1328,7 +1328,7 @@ static BOOL NET_fillBuffer(NETBUFSOCKET* bs, SocketSet* socket_set)
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// an error occured, or the remote host has closed the connection.
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if (socket_set != NULL)
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{
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delSocket(socket_set, bs->socket);
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SocketSet_DelSocket(socket_set, bs->socket);
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}
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ASSERT(bs->bytes < NET_BUFFER_SIZE, "Socket buffer is too small!");
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@ -1509,7 +1509,7 @@ static void NETplayerClientDisconnect(uint32_t index)
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index, connected_bsocket[index]->socket);
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// Although we can get a error result from DelSocket, it don't really matter here.
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delSocket(socket_set, connected_bsocket[index]->socket);
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SocketSet_DelSocket(socket_set, connected_bsocket[index]->socket);
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socketClose(connected_bsocket[index]->socket);
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connected_bsocket[index]->socket = NULL;
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NetPlay.players[index].heartbeat = false;
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@ -1539,7 +1539,7 @@ static void NETplayerLeaving(UDWORD index)
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index, connected_bsocket[index]->socket);
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// Although we can get a error result from DelSocket, it don't really matter here.
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delSocket(socket_set, connected_bsocket[index]->socket);
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SocketSet_DelSocket(socket_set, connected_bsocket[index]->socket);
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socketClose(connected_bsocket[index]->socket);
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connected_bsocket[index]->socket = NULL;
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}
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@ -2126,7 +2126,7 @@ int NETclose(void)
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allow_joining = false;
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if(bsocket)
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{ // need delSocket() as well, socket_set or tmp_socket_set?
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{ // need SocketSet_DelSocket() as well, socket_set or tmp_socket_set?
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debug(LOG_NET, "Closing bsocket %p socket %p (tcp_socket=%p)", bsocket, bsocket->socket, tcp_socket);
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//socketClose(bsocket->socket);
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NET_destroyBufferedSocket(bsocket);
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@ -2159,7 +2159,7 @@ int NETclose(void)
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{
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if (tmp_socket[i])
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{
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// FIXME: need delSocket() as well, socket_set or tmp_socket_set?
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// FIXME: need SocketSet_DelSocket() as well, socket_set or tmp_socket_set?
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debug(LOG_NET, "Closing tmp_socket[%d] %p", i, tmp_socket[i]);
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socketClose(tmp_socket[i]);
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tmp_socket[i]=NULL;
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@ -2171,7 +2171,7 @@ int NETclose(void)
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// checking to make sure tcp_socket is still valid
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if (tcp_socket)
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{
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delSocket(socket_set, tcp_socket);
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SocketSet_DelSocket(socket_set, tcp_socket);
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}
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debug(LOG_NET, "Freeing socket_set %p", socket_set);
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free(socket_set);
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@ -3179,7 +3179,7 @@ static void NETallowJoining(void)
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if (tmp_socket[i] == NULL // Make sure that we're not out of sockets
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&& (tmp_socket[i] = socketAccept(tcp_socket)) != NULL)
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{
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addSocket(tmp_socket_set, tmp_socket[i]);
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SocketSet_AddSocket(tmp_socket_set, tmp_socket[i]);
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if (checkSockets(tmp_socket_set, NET_TIMEOUT_DELAY) > 0
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&& tmp_socket[i]->ready
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&& (recv_result = readNoInt(tmp_socket[i], buffer, 5))
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@ -3202,7 +3202,7 @@ static void NETallowJoining(void)
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NETsendGAMESTRUCT(tmp_socket[i], &gamestruct);
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}
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delSocket(tmp_socket_set, tmp_socket[i]);
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SocketSet_DelSocket(tmp_socket_set, tmp_socket[i]);
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socketClose(tmp_socket[i]);
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tmp_socket[i] = NULL;
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}
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@ -3212,21 +3212,21 @@ static void NETallowJoining(void)
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if (!NETsendGAMESTRUCT(tmp_socket[i], &gamestruct))
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{
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debug(LOG_ERROR, "Failed to respond (with GAMESTRUCT) to 'join' command: %s", strSockError(getSockErr()));
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delSocket(tmp_socket_set, tmp_socket[i]);
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SocketSet_DelSocket(tmp_socket_set, tmp_socket[i]);
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socketClose(tmp_socket[i]);
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tmp_socket[i] = NULL;
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}
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}
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else
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{
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delSocket(tmp_socket_set, tmp_socket[i]);
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SocketSet_DelSocket(tmp_socket_set, tmp_socket[i]);
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socketClose(tmp_socket[i]);
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tmp_socket[i] = NULL;
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}
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}
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else
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{
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delSocket(tmp_socket_set, tmp_socket[i]);
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SocketSet_DelSocket(tmp_socket_set, tmp_socket[i]);
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socketClose(tmp_socket[i]);
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tmp_socket[i] = NULL;
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}
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@ -3253,7 +3253,7 @@ static void NETallowJoining(void)
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debug(LOG_NET, "Client socket ecountered error: %s", strSockError(getSockErr()));
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}
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delSocket(tmp_socket_set, tmp_socket[i]);
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SocketSet_DelSocket(tmp_socket_set, tmp_socket[i]);
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socketClose(tmp_socket[i]);
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tmp_socket[i] = NULL;
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}
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@ -3284,15 +3284,15 @@ static void NETallowJoining(void)
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if (index == -1)
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{
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// FIXME: No room. Dropping the player without warning since protocol doesn't seem to support rejection at this point
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delSocket(tmp_socket_set, tmp_socket[i]);
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SocketSet_DelSocket(tmp_socket_set, tmp_socket[i]);
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socketClose(tmp_socket[i]);
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tmp_socket[i] = NULL;
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return;
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}
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delSocket(tmp_socket_set, tmp_socket[i]);
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SocketSet_DelSocket(tmp_socket_set, tmp_socket[i]);
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NET_initBufferedSocket(connected_bsocket[index], tmp_socket[i]);
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addSocket(socket_set, connected_bsocket[index]->socket);
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SocketSet_AddSocket(socket_set, connected_bsocket[index]->socket);
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tmp_socket[i] = NULL;
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if (!NETisCorrectVersion(MajorVersion, MinorVersion))
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@ -3326,7 +3326,7 @@ static void NETallowJoining(void)
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NET_DestroyPlayer(index);
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allow_joining = true;
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delSocket(socket_set, connected_bsocket[index]->socket);
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SocketSet_DelSocket(socket_set, connected_bsocket[index]->socket);
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socketClose(connected_bsocket[index]->socket);
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connected_bsocket[index]->socket = NULL;
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return;
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@ -3549,7 +3549,7 @@ BOOL NETfindGame(void)
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if (tcp_socket != NULL)
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{
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debug(LOG_NET, "Deleting tcp_socket %p", tcp_socket);
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delSocket(socket_set,tcp_socket);
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SocketSet_DelSocket(socket_set,tcp_socket);
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socketClose(tcp_socket);
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tcp_socket = NULL;
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}
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@ -3580,7 +3580,7 @@ BOOL NETfindGame(void)
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}
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debug(LOG_NET, "Created socket_set %p", socket_set);
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addSocket(socket_set, tcp_socket);
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SocketSet_AddSocket(socket_set, tcp_socket);
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debug(LOG_NET, "Sending list cmd");
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@ -3712,13 +3712,13 @@ connect_succesfull:
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debug(LOG_NET, "Created socket_set %p", socket_set);
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// tcp_socket is used to talk to host machine
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addSocket(socket_set, tcp_socket);
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SocketSet_AddSocket(socket_set, tcp_socket);
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if (writeAll(tcp_socket, "join", sizeof("join")) == SOCKET_ERROR)
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{
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debug(LOG_ERROR, "Failed to send 'join' command: %s", strSockError(getSockErr()));
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freeaddrinfo(hosts);
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delSocket(socket_set, tcp_socket);
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SocketSet_DelSocket(socket_set, tcp_socket);
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socketClose(tcp_socket);
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free(socket_set);
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socket_set = NULL;
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@ -3734,7 +3734,7 @@ connect_succesfull:
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if (NetPlay.games[gameNumber].desc.dwCurrentPlayers >= NetPlay.games[gameNumber].desc.dwMaxPlayers)
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{
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// Shouldn't join; game is full
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delSocket(socket_set, tcp_socket);
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SocketSet_DelSocket(socket_set, tcp_socket);
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socketClose(tcp_socket);
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free(socket_set);
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socket_set = NULL;
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