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authorrubidium <rubidium@openttd.org>2009-03-15 00:32:18 +0000
committerrubidium <rubidium@openttd.org>2009-03-15 00:32:18 +0000
commitb25a4f8231f3ded44038ea454a3d4c6a2dc9217d (patch)
tree776122508c686680b9c97f37ba3cb92ef905d67f /src/network/network.cpp
parentd72273d1f3b55df0e301408d630f24ef92ea8479 (diff)
downloadopenttd-b25a4f8231f3ded44038ea454a3d4c6a2dc9217d.tar.xz
(svn r15718) -Cleanup: apply some comment coding style on the rest of the sources too
Diffstat (limited to 'src/network/network.cpp')
-rw-r--r--src/network/network.cpp138
1 files changed, 69 insertions, 69 deletions
diff --git a/src/network/network.cpp b/src/network/network.cpp
index f3b036592..f6d4caf50 100644
--- a/src/network/network.cpp
+++ b/src/network/network.cpp
@@ -79,12 +79,12 @@ extern NetworkUDPSocketHandler *_udp_client_socket; ///< udp client socket
extern NetworkUDPSocketHandler *_udp_server_socket; ///< udp server socket
extern NetworkUDPSocketHandler *_udp_master_socket; ///< udp master socket
-// The listen socket for the server
+/* The listen socket for the server */
static SOCKET _listensocket;
-// The amount of clients connected
+/* The amount of clients connected */
static byte _network_clients_connected = 0;
-// The identifier counter for new clients (is never decreased)
+/* The identifier counter for new clients (is never decreased) */
static ClientID _network_client_id = CLIENT_ID_FIRST;
/* Some externs / forwards */
@@ -149,8 +149,8 @@ NetworkClientSocket *NetworkFindClientStateFromClientID(ClientID client_id)
return NULL;
}
-// NetworkGetClientName is a server-safe function to get the name of the client
-// if the user did not send it yet, Client #<no> is used.
+/* NetworkGetClientName is a server-safe function to get the name of the client
+ * if the user did not send it yet, Client #<no> is used. */
void NetworkGetClientName(char *client_name, size_t size, const NetworkClientSocket *cs)
{
const NetworkClientInfo *ci = cs->GetInfo();
@@ -187,9 +187,9 @@ bool NetworkCompanyIsPassworded(CompanyID company_id)
return HasBit(_network_company_passworded, company_id);
}
-// This puts a text-message to the console, or in the future, the chat-box,
-// (to keep it all a bit more general)
-// If 'self_send' is true, this is the client who is sending the message
+/* This puts a text-message to the console, or in the future, the chat-box,
+ * (to keep it all a bit more general)
+ * If 'self_send' is true, this is the client who is sending the message */
void NetworkTextMessage(NetworkAction action, ConsoleColour colour, bool self_send, const char *name, const char *str, int64 data)
{
const int duration = 10; // Game days the messages stay visible
@@ -236,13 +236,13 @@ void NetworkTextMessage(NetworkAction action, ConsoleColour colour, bool self_se
NetworkAddChatMessage((TextColour)colour, duration, "%s", message);
}
-// Calculate the frame-lag of a client
+/* Calculate the frame-lag of a client */
uint NetworkCalculateLag(const NetworkClientSocket *cs)
{
int lag = cs->last_frame_server - cs->last_frame;
- // This client has missed his ACK packet after 1 DAY_TICKS..
- // so we increase his lag for every frame that passes!
- // The packet can be out by a max of _net_frame_freq
+ /* This client has missed his ACK packet after 1 DAY_TICKS..
+ * so we increase his lag for every frame that passes!
+ * The packet can be out by a max of _net_frame_freq */
if (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq < _frame_counter)
lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq);
@@ -250,8 +250,8 @@ uint NetworkCalculateLag(const NetworkClientSocket *cs)
}
-// There was a non-recoverable error, drop back to the main menu with a nice
-// error
+/* There was a non-recoverable error, drop back to the main menu with a nice
+ * error */
static void NetworkError(StringID error_string)
{
_switch_mode = SM_MENU;
@@ -267,11 +267,11 @@ static void ServerStartError(const char *error)
static void NetworkClientError(NetworkRecvStatus res, NetworkClientSocket *cs)
{
- // First, send a CLIENT_ERROR to the server, so he knows we are
- // disconnection (and why!)
+ /* First, send a CLIENT_ERROR to the server, so he knows we are
+ * disconnection (and why!) */
NetworkErrorCode errorno;
- // We just want to close the connection..
+ /* We just want to close the connection.. */
if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
cs->has_quit = true;
NetworkCloseClient(cs);
@@ -287,7 +287,7 @@ static void NetworkClientError(NetworkRecvStatus res, NetworkClientSocket *cs)
case NETWORK_RECV_STATUS_NEWGRF_MISMATCH: errorno = NETWORK_ERROR_NEWGRF_MISMATCH; break;
default: errorno = NETWORK_ERROR_GENERAL; break;
}
- // This means we fucked up and the server closed the connection
+ /* This means we fucked up and the server closed the connection */
if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL &&
res != NETWORK_RECV_STATUS_SERVER_BANNED) {
SEND_COMMAND(PACKET_CLIENT_ERROR)(errorno);
@@ -388,16 +388,16 @@ void ParseConnectionString(const char **company, const char **port, char *connec
}
}
-// Creates a new client from a socket
-// Used both by the server and the client
+/* Creates a new client from a socket
+ * Used both by the server and the client */
static NetworkClientSocket *NetworkAllocClient(SOCKET s)
{
if (_network_server) {
- // Can we handle a new client?
+ /* Can we handle a new client? */
if (_network_clients_connected >= MAX_CLIENTS) return NULL;
if (_network_game_info.clients_on >= _settings_client.network.max_clients) return NULL;
- // Register the login
+ /* Register the login */
_network_clients_connected++;
}
@@ -419,7 +419,7 @@ static NetworkClientSocket *NetworkAllocClient(SOCKET s)
return cs;
}
-// Close a connection
+/* Close a connection */
void NetworkCloseClient(NetworkClientSocket *cs)
{
/*
@@ -434,7 +434,7 @@ void NetworkCloseClient(NetworkClientSocket *cs)
DEBUG(net, 1, "Closed client connection %d", cs->client_id);
if (!cs->has_quit && _network_server && cs->status > STATUS_INACTIVE) {
- // We did not receive a leave message from this client...
+ /* We did not receive a leave message from this client... */
char client_name[NETWORK_CLIENT_NAME_LENGTH];
NetworkClientSocket *new_cs;
@@ -442,7 +442,7 @@ void NetworkCloseClient(NetworkClientSocket *cs)
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, STR_NETWORK_ERR_CLIENT_CONNECTION_LOST);
- // Inform other clients of this... strange leaving ;)
+ /* Inform other clients of this... strange leaving ;) */
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status > STATUS_AUTH && cs != new_cs) {
SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->client_id, NETWORK_ERROR_CONNECTION_LOST);
@@ -457,7 +457,7 @@ void NetworkCloseClient(NetworkClientSocket *cs)
}
if (_network_server) {
- // We just lost one client :(
+ /* We just lost one client :( */
if (cs->status >= STATUS_AUTH) _network_game_info.clients_on--;
_network_clients_connected--;
@@ -470,7 +470,7 @@ void NetworkCloseClient(NetworkClientSocket *cs)
CheckMinActiveClients();
}
-// For the server, to accept new clients
+/* For the server, to accept new clients */
static void NetworkAcceptClients()
{
struct sockaddr_in sin;
@@ -478,7 +478,7 @@ static void NetworkAcceptClients()
uint i;
bool banned;
- // Should never ever happen.. is it possible??
+ /* Should never ever happen.. is it possible?? */
assert(_listensocket != INVALID_SOCKET);
for (;;) {
@@ -534,8 +534,8 @@ static void NetworkAcceptClients()
cs = NetworkAllocClient(s);
if (cs == NULL) {
- // no more clients allowed?
- // Send to the client that we are full!
+ /* no more clients allowed?
+ * Send to the client that we are full! */
Packet p(PACKET_SERVER_FULL);
p.PrepareToSend();
@@ -545,16 +545,16 @@ static void NetworkAcceptClients()
continue;
}
- // a new client has connected. We set him at inactive for now
- // maybe he is only requesting server-info. Till he has sent a PACKET_CLIENT_MAP_OK
- // the client stays inactive
+ /* a new client has connected. We set him at inactive for now
+ * maybe he is only requesting server-info. Till he has sent a PACKET_CLIENT_MAP_OK
+ * the client stays inactive */
cs->status = STATUS_INACTIVE;
cs->GetInfo()->client_ip = sin.sin_addr.s_addr; // Save the IP of the client
}
}
-// Set up the listen socket for the server
+/* Set up the listen socket for the server */
static bool NetworkListen()
{
SOCKET ls;
@@ -570,7 +570,7 @@ static bool NetworkListen()
{ // reuse the socket
int reuse = 1;
- // The (const char*) cast is needed for windows!!
+ /* The (const char*) cast is needed for windows!! */
if (setsockopt(ls, SOL_SOCKET, SO_REUSEADDR, (const char*)&reuse, sizeof(reuse)) == -1) {
ServerStartError("setsockopt() on listen socket failed");
return false;
@@ -607,7 +607,7 @@ static void InitializeNetworkPools()
_NetworkClientInfo_pool.AddBlockToPool();
}
-// Close all current connections
+/* Close all current connections */
static void NetworkClose()
{
NetworkClientSocket *cs;
@@ -641,7 +641,7 @@ static void NetworkClose()
InitializeNetworkPools();
}
-// Inits the network (cleans sockets and stuff)
+/* Inits the network (cleans sockets and stuff) */
static void NetworkInitialize()
{
InitializeNetworkPools();
@@ -670,9 +670,9 @@ public:
}
};
-// Query a server to fetch his game-info
-// If game_info is true, only the gameinfo is fetched,
-// else only the client_info is fetched
+/* Query a server to fetch his game-info
+ * If game_info is true, only the gameinfo is fetched,
+ * else only the client_info is fetched */
void NetworkTCPQueryServer(NetworkAddress address)
{
if (!_network_available) return;
@@ -747,7 +747,7 @@ public:
};
-// Used by clients, to connect to a server
+/* Used by clients, to connect to a server */
void NetworkClientConnectGame(NetworkAddress address)
{
if (!_network_available) return;
@@ -794,7 +794,7 @@ bool NetworkServerStart()
NetworkInitialize();
if (!NetworkListen()) return false;
- // Try to start UDP-server
+ /* Try to start UDP-server */
_network_udp_server = true;
_network_udp_server = _udp_server_socket->Listen(_network_server_bind_ip, _settings_client.network.server_port, false);
@@ -814,9 +814,9 @@ bool NetworkServerStart()
NetworkInitGameInfo();
- // execute server initialization script
+ /* execute server initialization script */
IConsoleCmdExec("exec scripts/on_server.scr 0");
- // if the server is dedicated ... add some other script
+ /* if the server is dedicated ... add some other script */
if (_network_dedicated) IConsoleCmdExec("exec scripts/on_dedicated.scr 0");
_min_active_clients_paused = false;
@@ -829,8 +829,8 @@ bool NetworkServerStart()
return true;
}
-// The server is rebooting...
-// The only difference with NetworkDisconnect, is the packets that is sent
+/* The server is rebooting...
+ * The only difference with NetworkDisconnect, is the packets that is sent */
void NetworkReboot()
{
if (_network_server) {
@@ -844,7 +844,7 @@ void NetworkReboot()
NetworkClose();
}
-// We want to disconnect from the host/clients
+/* We want to disconnect from the host/clients */
void NetworkDisconnect()
{
if (_network_server) {
@@ -862,7 +862,7 @@ void NetworkDisconnect()
NetworkClose();
}
-// Receives something from the network
+/* Receives something from the network */
static bool NetworkReceive()
{
NetworkClientSocket *cs;
@@ -878,7 +878,7 @@ static bool NetworkReceive()
FD_SET(cs->sock, &write_fd);
}
- // take care of listener port
+ /* take care of listener port */
if (_network_server) FD_SET(_listensocket, &read_fd);
tv.tv_sec = tv.tv_usec = 0; // don't block at all.
@@ -889,10 +889,10 @@ static bool NetworkReceive()
#endif
if (n == -1 && !_network_server) NetworkError(STR_NETWORK_ERR_LOSTCONNECTION);
- // accept clients..
+ /* accept clients.. */
if (_network_server && FD_ISSET(_listensocket, &read_fd)) NetworkAcceptClients();
- // read stuff from clients
+ /* read stuff from clients */
FOR_ALL_CLIENT_SOCKETS(cs) {
cs->writable = !!FD_ISSET(cs->sock, &write_fd);
if (FD_ISSET(cs->sock, &read_fd)) {
@@ -901,13 +901,13 @@ static bool NetworkReceive()
} else {
NetworkRecvStatus res;
- // The client already was quiting!
+ /* The client already was quiting! */
if (cs->has_quit) return false;
res = NetworkClient_ReadPackets(cs);
if (res != NETWORK_RECV_STATUS_OKAY) {
- // The client made an error of which we can not recover
- // close the client and drop back to main menu
+ /* The client made an error of which we can not recover
+ * close the client and drop back to main menu */
NetworkClientError(res, cs);
return false;
}
@@ -917,7 +917,7 @@ static bool NetworkReceive()
return true;
}
-// This sends all buffered commands (if possible)
+/* This sends all buffered commands (if possible) */
static void NetworkSend()
{
NetworkClientSocket *cs;
@@ -926,7 +926,7 @@ static void NetworkSend()
cs->Send_Packets();
if (cs->status == STATUS_MAP) {
- // This client is in the middle of a map-send, call the function for that
+ /* This client is in the middle of a map-send, call the function for that */
SEND_COMMAND(PACKET_SERVER_MAP)(cs);
}
}
@@ -941,7 +941,7 @@ static bool NetworkDoClientLoop()
StateGameLoop();
- // Check if we are in sync!
+ /* Check if we are in sync! */
if (_sync_frame != 0) {
if (_sync_frame == _frame_counter) {
#ifdef NETWORK_SEND_DOUBLE_SEED
@@ -956,9 +956,9 @@ static bool NetworkDoClientLoop()
return false;
}
- // If this is the first time we have a sync-frame, we
- // need to let the server know that we are ready and at the same
- // frame as he is.. so we can start playing!
+ /* If this is the first time we have a sync-frame, we
+ * need to let the server know that we are ready and at the same
+ * frame as he is.. so we can start playing! */
if (_network_first_time) {
_network_first_time = false;
SEND_COMMAND(PACKET_CLIENT_ACK)();
@@ -974,7 +974,7 @@ static bool NetworkDoClientLoop()
return true;
}
-// We have to do some UDP checking
+/* We have to do some UDP checking */
void NetworkUDPGameLoop()
{
_network_content_client.SendReceive();
@@ -990,8 +990,8 @@ void NetworkUDPGameLoop()
}
}
-// The main loop called from ttd.c
-// Here we also have to do StateGameLoop if needed!
+/* The main loop called from ttd.c
+ * Here we also have to do StateGameLoop if needed! */
void NetworkGameLoop()
{
if (!_networking) return;
@@ -1031,9 +1031,9 @@ void NetworkGameLoop()
bool send_frame = false;
- // We first increase the _frame_counter
+ /* We first increase the _frame_counter */
_frame_counter++;
- // Update max-frame-counter
+ /* Update max-frame-counter */
if (_frame_counter > _frame_counter_max) {
_frame_counter_max = _frame_counter + _settings_client.network.frame_freq;
send_frame = true;
@@ -1041,7 +1041,7 @@ void NetworkGameLoop()
NetworkExecuteLocalCommandQueue();
- // Then we make the frame
+ /* Then we make the frame */
StateGameLoop();
_sync_seed_1 = _random.state[0];
@@ -1051,15 +1051,15 @@ void NetworkGameLoop()
NetworkServer_Tick(send_frame);
} else {
- // Client
+ /* Client */
- // Make sure we are at the frame were the server is (quick-frames)
+ /* Make sure we are at the frame were the server is (quick-frames) */
if (_frame_counter_server > _frame_counter) {
while (_frame_counter_server > _frame_counter) {
if (!NetworkDoClientLoop()) break;
}
} else {
- // Else, keep on going till _frame_counter_max
+ /* Else, keep on going till _frame_counter_max */
if (_frame_counter_max > _frame_counter) NetworkDoClientLoop();
}
}