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authorDarkvater <darkvater@openttd.org>2006-10-17 23:34:12 +0000
committerDarkvater <darkvater@openttd.org>2006-10-17 23:34:12 +0000
commite97d801d9255d405690141cffc5e3488bb419273 (patch)
tree60abaed2f57035730d0ffc371d9915b76b3426c2 /network.c
parent7cdf6f0aff61598ec5d38dc3826ce6d1252248f5 (diff)
downloadopenttd-e97d801d9255d405690141cffc5e3488bb419273.tar.xz
(svn r6816) -Codechange: Some coding style, variable localization, const correctness.
-Codechange: 'quited' is not a word, use has_quit instead for NetworkClientState
Diffstat (limited to 'network.c')
-rw-r--r--network.c115
1 files changed, 38 insertions, 77 deletions
diff --git a/network.c b/network.c
index 23dfa93d0..9d90a3a61 100644
--- a/network.c
+++ b/network.c
@@ -221,7 +221,7 @@ static void ServerStartError(const char *error)
NetworkError(STR_NETWORK_ERR_SERVER_START);
}
-static void NetworkClientError(byte res, NetworkClientState* cs)
+static void NetworkClientError(NetworkRecvStatus res, NetworkClientState* cs)
{
// First, send a CLIENT_ERROR to the server, so he knows we are
// disconnection (and why!)
@@ -229,7 +229,7 @@ static void NetworkClientError(byte res, NetworkClientState* cs)
// We just want to close the connection..
if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
- cs->quited = true;
+ cs->has_quit = true;
NetworkCloseClient(cs);
_networking = false;
@@ -289,11 +289,11 @@ char *GetNetworkErrorMsg(char *buf, NetworkErrorCode err)
/* Count the number of active clients connected */
static uint NetworkCountPlayers(void)
{
- NetworkClientState *cs;
+ const NetworkClientState *cs;
uint count = 0;
FOR_ALL_CLIENTS(cs) {
- NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs);
+ const NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs);
if (IsValidPlayer(ci->client_playas)) count++;
}
@@ -543,34 +543,28 @@ void ParseConnectionString(const char **player, const char **port, char *connect
static NetworkClientState *NetworkAllocClient(SOCKET s)
{
NetworkClientState *cs;
- NetworkClientInfo *ci;
- byte client_no;
-
- client_no = 0;
+ byte client_no = 0;
if (_network_server) {
// Can we handle a new client?
- if (_network_clients_connected >= MAX_CLIENTS)
- return NULL;
-
- if (_network_game_info.clients_on >= _network_game_info.clients_max)
- return NULL;
+ if (_network_clients_connected >= MAX_CLIENTS) return NULL;
+ if (_network_game_info.clients_on >= _network_game_info.clients_max) return NULL;
// Register the login
client_no = _network_clients_connected++;
}
- cs = &_clients[client_no];
+ cs = DEREF_CLIENT(client_no);
memset(cs, 0, sizeof(*cs));
cs->socket = s;
cs->last_frame = 0;
- cs->quited = false;
+ cs->has_quit = false;
cs->last_frame = _frame_counter;
cs->last_frame_server = _frame_counter;
if (_network_server) {
- ci = DEREF_CLIENT_INFO(cs);
+ NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs);
memset(ci, 0, sizeof(*ci));
cs->index = _network_client_index++;
@@ -590,13 +584,13 @@ void NetworkCloseClient(NetworkClientState *cs)
NetworkClientInfo *ci;
// Socket is already dead
if (cs->socket == INVALID_SOCKET) {
- cs->quited = true;
+ cs->has_quit = true;
return;
}
DEBUG(net, 1) ("[NET] Closed client connection");
- if (!cs->quited && _network_server && cs->status > STATUS_INACTIVE) {
+ if (!cs->has_quit && _network_server && cs->status > STATUS_INACTIVE) {
// We did not receive a leave message from this client...
NetworkErrorCode errorno = NETWORK_ERROR_CONNECTION_LOST;
char str[100];
@@ -625,7 +619,7 @@ void NetworkCloseClient(NetworkClientState *cs)
closesocket(cs->socket);
cs->writable = false;
- cs->quited = true;
+ cs->has_quit = true;
// Free all pending and partially received packets
while (cs->packet_queue != NULL) {
@@ -683,21 +677,17 @@ static bool NetworkConnect(const char *hostname, int port)
return false;
}
- if (!SetNoDelay(s))
- DEBUG(net, 1)("[NET] Setting TCP_NODELAY failed");
+ if (!SetNoDelay(s)) DEBUG(net, 1)("[NET] Setting TCP_NODELAY failed");
sin.sin_family = AF_INET;
sin.sin_addr.s_addr = NetworkResolveHost(hostname);
sin.sin_port = htons(port);
_network_last_host_ip = sin.sin_addr.s_addr;
- if (connect(s, (struct sockaddr*) &sin, sizeof(sin)) != 0) {
- // We failed to connect for which reason what so ever
- return false;
- }
+ /* We failed to connect for which reason what so ever */
+ if (connect(s, (struct sockaddr*) &sin, sizeof(sin)) != 0) return false;
- if (!SetNonBlocking(s))
- DEBUG(net, 0)("[NET] Setting non-blocking failed"); // XXX should this be an error?
+ if (!SetNonBlocking(s)) DEBUG(net, 0)("[NET] Setting non-blocking failed"); // XXX should this be an error?
// in client mode, only the first client field is used. it's pointing to the server.
NetworkAllocClient(s);
@@ -711,7 +701,6 @@ static bool NetworkConnect(const char *hostname, int port)
static void NetworkAcceptClients(void)
{
struct sockaddr_in sin;
- SOCKET s;
NetworkClientState *cs;
uint i;
bool banned;
@@ -720,10 +709,8 @@ static void NetworkAcceptClients(void)
assert(_listensocket != INVALID_SOCKET);
for (;;) {
- socklen_t sin_len;
-
- sin_len = sizeof(sin);
- s = accept(_listensocket, (struct sockaddr*)&sin, &sin_len);
+ socklen_t sin_len = sizeof(sin);
+ SOCKET s = accept(_listensocket, (struct sockaddr*)&sin, &sin_len);
if (s == INVALID_SOCKET) return;
SetNonBlocking(s); // XXX error handling?
@@ -735,8 +722,7 @@ static void NetworkAcceptClients(void)
/* Check if the client is banned */
banned = false;
for (i = 0; i < lengthof(_network_ban_list); i++) {
- if (_network_ban_list[i] == NULL)
- continue;
+ if (_network_ban_list[i] == NULL) continue;
if (sin.sin_addr.s_addr == inet_addr(_network_ban_list[i])) {
Packet *p = NetworkSend_Init(PACKET_SERVER_BANNED);
@@ -756,8 +742,7 @@ static void NetworkAcceptClients(void)
}
}
/* If this client is banned, continue with next client */
- if (banned)
- continue;
+ if (banned) continue;
cs = NetworkAllocClient(s);
if (cs == NULL) {
@@ -781,12 +766,7 @@ static void NetworkAcceptClients(void)
// the client stays inactive
cs->status = STATUS_INACTIVE;
- {
- // Save the IP of the client
- NetworkClientInfo *ci;
- ci = DEREF_CLIENT_INFO(cs);
- ci->client_ip = sin.sin_addr.s_addr;
- }
+ DEREF_CLIENT_INFO(cs)->client_ip = sin.sin_addr.s_addr; // Save the IP of the client
}
}
@@ -795,11 +775,8 @@ static bool NetworkListen(void)
{
SOCKET ls;
struct sockaddr_in sin;
- int port;
-
- port = _network_server_port;
- DEBUG(net, 1) ("[NET] Listening on %s:%d", _network_server_bind_ip_host, port);
+ DEBUG(net, 1) ("[NET] Listening on %s:%d", _network_server_bind_ip_host, _network_server_port);
ls = socket(AF_INET, SOCK_STREAM, 0);
if (ls == INVALID_SOCKET) {
@@ -816,12 +793,11 @@ static bool NetworkListen(void)
}
}
- if (!SetNonBlocking(ls))
- DEBUG(net, 0)("[NET] Setting non-blocking failed"); // XXX should this be an error?
+ if (!SetNonBlocking(ls)) DEBUG(net, 0)("[NET] Setting non-blocking failed"); // XXX should this be an error?
sin.sin_family = AF_INET;
sin.sin_addr.s_addr = _network_server_bind_ip;
- sin.sin_port = htons(port);
+ sin.sin_port = htons(_network_server_port);
if (bind(ls, (struct sockaddr*)&sin, sizeof(sin)) != 0) {
ServerStartError("bind() failed");
@@ -896,9 +872,7 @@ NetworkGameList *NetworkQueryServer(const char* host, unsigned short port, bool
NetworkDisconnect();
- if (game_info) {
- return NetworkUDPQueryServer(host, port);
- }
+ if (game_info) return NetworkUDPQueryServer(host, port);
NetworkInitialize();
@@ -907,17 +881,13 @@ NetworkGameList *NetworkQueryServer(const char* host, unsigned short port, bool
// Try to connect
_networking = NetworkConnect(host, port);
-// ttd_strlcpy(_network_last_host, host, sizeof(_network_last_host));
-// _network_last_port = port;
-
// We are connected
if (_networking) {
SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)();
- return NULL;
+ } else { // No networking, close everything down again
+ NetworkDisconnect();
}
- // No networking, close everything down again
- NetworkDisconnect();
return NULL;
}
@@ -952,7 +922,7 @@ void NetworkAddServer(const char *b)
void NetworkRebuildHostList(void)
{
uint i = 0;
- NetworkGameList *item = _network_game_list;
+ const NetworkGameList *item = _network_game_list;
while (item != NULL && i != lengthof(_network_host_list)) {
if (item->manually) {
free(_network_host_list[i]);
@@ -968,7 +938,7 @@ void NetworkRebuildHostList(void)
}
// Used by clients, to connect to a server
-bool NetworkClientConnectGame(const char* host, unsigned short port)
+bool NetworkClientConnectGame(const char *host, uint16 port)
{
if (!_network_available) return false;
@@ -1050,8 +1020,7 @@ bool NetworkServerStart(void)
if (_network_dedicated) IConsoleCmdExec("exec scripts/pre_dedicated.scr 0");
NetworkInitialize();
- if (!NetworkListen())
- return false;
+ if (!NetworkListen()) return false;
// Try to start UDP-server
_network_udp_server = true;
@@ -1123,8 +1092,7 @@ void NetworkDisconnect(void)
}
}
- if (_network_advertise)
- NetworkUDPRemoveAdvertise();
+ if (_network_advertise) NetworkUDPRemoveAdvertise();
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
@@ -1158,9 +1126,7 @@ static bool NetworkReceive(void)
}
// take care of listener port
- if (_network_server) {
- FD_SET(_listensocket, &read_fd);
- }
+ if (_network_server) FD_SET(_listensocket, &read_fd);
tv.tv_sec = tv.tv_usec = 0; // don't block at all.
#if !defined(__MORPHOS__) && !defined(__AMIGA__)
@@ -1171,9 +1137,7 @@ static bool NetworkReceive(void)
if (n == -1 && !_network_server) NetworkError(STR_NETWORK_ERR_LOSTCONNECTION);
// accept clients..
- if (_network_server && FD_ISSET(_listensocket, &read_fd)) {
- NetworkAcceptClients();
- }
+ if (_network_server && FD_ISSET(_listensocket, &read_fd)) NetworkAcceptClients();
// read stuff from clients
FOR_ALL_CLIENTS(cs) {
@@ -1182,10 +1146,10 @@ static bool NetworkReceive(void)
if (_network_server) {
NetworkServer_ReadPackets(cs);
} else {
- byte res;
+ NetworkRecvStatus res;
// The client already was quiting!
- if (cs->quited) return false;
+ if (cs->has_quit) return false;
res = NetworkClient_ReadPackets(cs);
if (res != NETWORK_RECV_STATUS_OKAY) {
@@ -1227,8 +1191,7 @@ static void NetworkHandleLocalQueue(void)
// The queue is always in order, which means
// that the first element will be executed first.
- if (_frame_counter < cp->frame)
- break;
+ if (_frame_counter < cp->frame) break;
if (_frame_counter > cp->frame) {
// If we reach here, it means for whatever reason, we've already executed
@@ -1347,9 +1310,7 @@ void NetworkGameLoop(void)
}
} else {
// Else, keep on going till _frame_counter_max
- if (_frame_counter_max > _frame_counter) {
- NetworkDoClientLoop();
- }
+ if (_frame_counter_max > _frame_counter) NetworkDoClientLoop();
}
}