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author | rubidium <rubidium@openttd.org> | 2010-10-15 19:58:56 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2010-10-15 19:58:56 +0000 |
commit | 9858d699a3c39be2e3a547d59163178012365598 (patch) | |
tree | b0d10b23b4d41471d8ba846ca1805614acfec187 /src/network/network_client.h | |
parent | bda26d03b509c3783596c0b3431ca0c8fd7c9990 (diff) | |
download | openttd-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.h | 4 |
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); |