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authorrubidium <rubidium@openttd.org>2010-10-15 19:58:56 +0000
committerrubidium <rubidium@openttd.org>2010-10-15 19:58:56 +0000
commit9858d699a3c39be2e3a547d59163178012365598 (patch)
treeb0d10b23b4d41471d8ba846ca1805614acfec187 /src/network/network_client.h
parentbda26d03b509c3783596c0b3431ca0c8fd7c9990 (diff)
downloadopenttd-9858d699a3c39be2e3a547d59163178012365598.tar.xz
(svn r20935) -Codechange: only let the server side use a pool of connected sockets
Diffstat (limited to 'src/network/network_client.h')
-rw-r--r--src/network/network_client.h4
1 files changed, 3 insertions, 1 deletions
diff --git a/src/network/network_client.h b/src/network/network_client.h
index d8884e037..b1edccae2 100644
--- a/src/network/network_client.h
+++ b/src/network/network_client.h
@@ -17,8 +17,10 @@
#include "network_internal.h"
/** Class for handling the client side of the game connection. */
-class ClientNetworkGameSocketHandler : public NetworkGameSocketHandler {
+class ClientNetworkGameSocketHandler : public ZeroedMemoryAllocator, public NetworkGameSocketHandler {
protected:
+ friend void NetworkExecuteLocalCommandQueue();
+ friend void NetworkClose();
static ClientNetworkGameSocketHandler *my_client;
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FULL);