diff options
author | Henry Wilson <m3henry@googlemail.com> | 2019-04-10 22:07:06 +0100 |
---|---|---|
committer | Michael Lutz <michi@icosahedron.de> | 2019-04-10 23:22:20 +0200 |
commit | 7c8e7c6b6e16d4a26259a676db32d8776b99817e (patch) | |
tree | 99f134b7e66367cf11e10bc5061896eab4a3264f /src/network/network_server.cpp | |
parent | 3b4f224c0bc50e7248050d4bcbb6d83fd510c1cc (diff) | |
download | openttd-7c8e7c6b6e16d4a26259a676db32d8776b99817e.tar.xz |
Codechange: Use null pointer literal instead of the NULL macro
Diffstat (limited to 'src/network/network_server.cpp')
-rw-r--r-- | src/network/network_server.cpp | 112 |
1 files changed, 56 insertions, 56 deletions
diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp index 8022f5ede..24b91e89b 100644 --- a/src/network/network_server.cpp +++ b/src/network/network_server.cpp @@ -67,7 +67,7 @@ struct PacketWriter : SaveFilter { * Create the packet writer. * @param cs The socket handler we're making the packets for. */ - PacketWriter(ServerNetworkGameSocketHandler *cs) : SaveFilter(NULL), cs(cs), current(NULL), total_size(0), packets(NULL) + PacketWriter(ServerNetworkGameSocketHandler *cs) : SaveFilter(nullptr), cs(cs), current(nullptr), total_size(0), packets(nullptr) { } @@ -76,11 +76,11 @@ struct PacketWriter : SaveFilter { { std::unique_lock<std::mutex> lock(this->mutex); - if (this->cs != NULL) this->exit_sig.wait(lock); + if (this->cs != nullptr) this->exit_sig.wait(lock); /* This must all wait until the Destroy function is called. */ - while (this->packets != NULL) { + while (this->packets != nullptr) { Packet *p = this->packets->next; delete this->packets; this->packets = p; @@ -93,7 +93,7 @@ struct PacketWriter : SaveFilter { * Begin the destruction of this packet writer. It can happen in two ways: * in the first case the client disconnected while saving the map. In this * case the saving has not finished and killed this PacketWriter. In that - * case we simply set cs to NULL, triggering the appending to fail due to + * case we simply set cs to nullptr, triggering the appending to fail due to * the connection problem and eventually triggering the destructor. In the * second case the destructor is already called, and it is waiting for our * signal which we will send. Only then the packets will be removed by the @@ -103,7 +103,7 @@ struct PacketWriter : SaveFilter { { std::unique_lock<std::mutex> lock(this->mutex); - this->cs = NULL; + this->cs = nullptr; this->exit_sig.notify_all(); lock.unlock(); @@ -124,7 +124,7 @@ struct PacketWriter : SaveFilter { */ bool HasPackets() { - return this->packets != NULL; + return this->packets != nullptr; } /** @@ -136,7 +136,7 @@ struct PacketWriter : SaveFilter { Packet *p = this->packets; this->packets = p->next; - p->next = NULL; + p->next = nullptr; return p; } @@ -144,23 +144,23 @@ struct PacketWriter : SaveFilter { /** Append the current packet to the queue. */ void AppendQueue() { - if (this->current == NULL) return; + if (this->current == nullptr) return; Packet **p = &this->packets; - while (*p != NULL) { + while (*p != nullptr) { p = &(*p)->next; } *p = this->current; - this->current = NULL; + this->current = nullptr; } void Write(byte *buf, size_t size) override { /* We want to abort the saving when the socket is closed. */ - if (this->cs == NULL) SlError(STR_NETWORK_ERROR_LOSTCONNECTION); + if (this->cs == nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION); - if (this->current == NULL) this->current = new Packet(PACKET_SERVER_MAP_DATA); + if (this->current == nullptr) this->current = new Packet(PACKET_SERVER_MAP_DATA); std::lock_guard<std::mutex> lock(this->mutex); @@ -183,7 +183,7 @@ struct PacketWriter : SaveFilter { void Finish() override { /* We want to abort the saving when the socket is closed. */ - if (this->cs == NULL) SlError(STR_NETWORK_ERROR_LOSTCONNECTION); + if (this->cs == nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION); std::lock_guard<std::mutex> lock(this->mutex); @@ -226,9 +226,9 @@ ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler() if (_redirect_console_to_client == this->client_id) _redirect_console_to_client = INVALID_CLIENT_ID; OrderBackup::ResetUser(this->client_id); - if (this->savegame != NULL) { + if (this->savegame != nullptr) { this->savegame->Destroy(); - this->savegame = NULL; + this->savegame = nullptr; } } @@ -236,12 +236,12 @@ Packet *ServerNetworkGameSocketHandler::ReceivePacket() { /* Only allow receiving when we have some buffer free; this value * can go negative, but eventually it will become positive again. */ - if (this->receive_limit <= 0) return NULL; + if (this->receive_limit <= 0) return nullptr; /* We can receive a packet, so try that and if needed account for * the amount of received data. */ Packet *p = this->NetworkTCPSocketHandler::ReceivePacket(); - if (p != NULL) this->receive_limit -= p->size; + if (p != nullptr) this->receive_limit -= p->size; return p; } @@ -264,7 +264,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvSta this->GetClientName(client_name, lastof(client_name)); - NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST); + NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST); /* Inform other clients of this... strange leaving ;) */ FOR_ALL_CLIENT_SOCKETS(new_cs) { @@ -361,7 +361,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyInfo() /* Add the local player (if not dedicated) */ const NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER); - if (ci != NULL && Company::IsValidID(ci->client_playas)) { + if (ci != nullptr && Company::IsValidID(ci->client_playas)) { strecpy(clients[ci->client_playas], ci->client_name, lastof(clients[ci->client_playas])); } @@ -371,7 +371,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendCompanyInfo() ((ServerNetworkGameSocketHandler*)csi)->GetClientName(client_name, lastof(client_name)); ci = csi->GetInfo(); - if (ci != NULL && Company::IsValidID(ci->client_playas)) { + if (ci != nullptr && Company::IsValidID(ci->client_playas)) { if (!StrEmpty(clients[ci->client_playas])) { strecat(clients[ci->client_playas], ", ", lastof(clients[ci->client_playas])); } @@ -434,7 +434,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode err DEBUG(net, 1, "'%s' made an error and has been disconnected. Reason: '%s'", client_name, str); - NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, strid); + NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, strid); FOR_ALL_CLIENT_SOCKETS(new_cs) { if (new_cs->status > STATUS_AUTHORIZED && new_cs != this) { @@ -463,12 +463,12 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNewGRFCheck() const GRFConfig *c; uint grf_count = 0; - for (c = _grfconfig; c != NULL; c = c->next) { + for (c = _grfconfig; c != nullptr; c = c->next) { if (!HasBit(c->flags, GCF_STATIC)) grf_count++; } p->Send_uint8 (grf_count); - for (c = _grfconfig; c != NULL; c = c->next) { + for (c = _grfconfig; c != nullptr; c = c->next) { if (!HasBit(c->flags, GCF_STATIC)) this->SendGRFIdentifier(p, &c->ident); } @@ -607,7 +607,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap() if (last_packet) { /* Done reading, make sure saving is done as well */ this->savegame->Destroy(); - this->savegame = NULL; + this->savegame = nullptr; /* Set the status to DONE_MAP, no we will wait for the client * to send it is ready (maybe that happens like never ;)) */ @@ -615,17 +615,17 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap() /* Find the best candidate for joining, i.e. the first joiner. */ NetworkClientSocket *new_cs; - NetworkClientSocket *best = NULL; + NetworkClientSocket *best = nullptr; FOR_ALL_CLIENT_SOCKETS(new_cs) { if (new_cs->status == STATUS_MAP_WAIT) { - if (best == NULL || best->GetInfo()->join_date > new_cs->GetInfo()->join_date || (best->GetInfo()->join_date == new_cs->GetInfo()->join_date && best->client_id > new_cs->client_id)) { + if (best == nullptr || best->GetInfo()->join_date > new_cs->GetInfo()->join_date || (best->GetInfo()->join_date == new_cs->GetInfo()->join_date && best->client_id > new_cs->client_id)) { best = new_cs; } } } /* Is there someone else to join? */ - if (best != NULL) { + if (best != nullptr) { /* Let the first start joining. */ best->status = STATUS_AUTHORIZED; best->SendMap(); @@ -946,9 +946,9 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p) this->status = STATUS_NEWGRFS_CHECK; - if (_grfconfig == NULL) { + if (_grfconfig == nullptr) { /* Behave as if we received PACKET_CLIENT_NEWGRFS_CHECKED */ - return this->Receive_CLIENT_NEWGRFS_CHECKED(NULL); + return this->Receive_CLIENT_NEWGRFS_CHECKED(nullptr); } return this->SendNewGRFCheck(); @@ -1032,7 +1032,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet * this->GetClientName(client_name, lastof(client_name)); - NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, NULL, this->client_id); + NetworkTextMessage(NETWORK_ACTION_JOIN, CC_DEFAULT, false, client_name, nullptr, this->client_id); /* Mark the client as pre-active, and wait for an ACK * so we know he is done loading and in sync with us */ @@ -1089,7 +1089,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet NetworkClientInfo *ci = this->GetInfo(); - if (err != NULL) { + if (err != nullptr) { IConsolePrintF(CC_ERROR, "WARNING: %s from client %d (IP: %s).", err, ci->client_id, this->GetClientIP()); return this->SendError(NETWORK_ERROR_NOT_EXPECTED); } @@ -1155,7 +1155,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet *p DEBUG(net, 2, "'%s' reported an error and is closing its connection (%s)", client_name, str); - NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, strid); + NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, strid); FOR_ALL_CLIENT_SOCKETS(new_cs) { if (new_cs->status > STATUS_AUTHORIZED) { @@ -1182,7 +1182,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet *p) this->GetClientName(client_name, lastof(client_name)); - NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, STR_NETWORK_MESSAGE_CLIENT_LEAVING); + NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, nullptr, STR_NETWORK_MESSAGE_CLIENT_LEAVING); FOR_ALL_CLIENT_SOCKETS(new_cs) { if (new_cs->status > STATUS_AUTHORIZED && new_cs != this) { @@ -1262,7 +1262,7 @@ void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, co if ((ClientID)dest == CLIENT_ID_SERVER) { ci = NetworkClientInfo::GetByClientID(from_id); /* Display the text locally, and that is it */ - if (ci != NULL) { + if (ci != nullptr) { NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data); if (_settings_client.network.server_admin_chat) { @@ -1284,7 +1284,7 @@ void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, co if (from_id == CLIENT_ID_SERVER) { ci = NetworkClientInfo::GetByClientID(from_id); ci_to = NetworkClientInfo::GetByClientID((ClientID)dest); - if (ci != NULL && ci_to != NULL) { + if (ci != nullptr && ci_to != nullptr) { NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), true, ci_to->client_name, msg, data); } } else { @@ -1301,10 +1301,10 @@ void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, co /* If this is false, the message is already displayed on the client who sent it. */ bool show_local = true; /* Find all clients that belong to this company */ - ci_to = NULL; + ci_to = nullptr; FOR_ALL_CLIENT_SOCKETS(cs) { ci = cs->GetInfo(); - if (ci != NULL && ci->client_playas == (CompanyID)dest) { + if (ci != nullptr && ci->client_playas == (CompanyID)dest) { cs->SendChat(action, from_id, false, msg, data); if (cs->client_id == from_id) show_local = false; ci_to = ci; // Remember a client that is in the company for company-name @@ -1318,17 +1318,17 @@ void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, co ci = NetworkClientInfo::GetByClientID(from_id); ci_own = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER); - if (ci != NULL && ci_own != NULL && ci_own->client_playas == dest) { + if (ci != nullptr && ci_own != nullptr && ci_own->client_playas == dest) { NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data); if (from_id == CLIENT_ID_SERVER) show_local = false; ci_to = ci_own; } /* There is no such client */ - if (ci_to == NULL) break; + if (ci_to == nullptr) break; /* Display the message locally (so you know you have sent it) */ - if (ci != NULL && show_local) { + if (ci != nullptr && show_local) { if (from_id == CLIENT_ID_SERVER) { char name[NETWORK_NAME_LENGTH]; StringID str = Company::IsValidID(ci_to->client_playas) ? STR_COMPANY_NAME : STR_NETWORK_SPECTATORS; @@ -1357,7 +1357,7 @@ void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, co NetworkAdminChat(action, desttype, from_id, msg, data, from_admin); ci = NetworkClientInfo::GetByClientID(from_id); - if (ci != NULL) { + if (ci != nullptr) { NetworkTextMessage(action, GetDrawStringCompanyColour(ci->client_playas), false, ci->client_name, msg, data); } break; @@ -1428,7 +1428,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST; - if (ci != NULL) { + if (ci != nullptr) { /* Display change */ if (NetworkFindName(client_name, lastof(client_name))) { NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, client_name); @@ -1591,7 +1591,7 @@ void NetworkUpdateClientInfo(ClientID client_id) NetworkClientSocket *cs; NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id); - if (ci == NULL) return; + if (ci == nullptr) return; DEBUG(desync, 1, "client: %08x; %02x; %02x; %04x", _date, _date_fract, (int)ci->client_playas, client_id); @@ -1712,7 +1712,7 @@ bool NetworkFindName(char *new_name, const char *last) } /* Check if it is the same as the server-name */ ci = NetworkClientInfo::GetByClientID(CLIENT_ID_SERVER); - if (ci != NULL) { + if (ci != nullptr) { if (strcmp(ci->client_name, new_name) == 0) found_name = false; // name already in use } @@ -1743,7 +1743,7 @@ bool NetworkServerChangeClientName(ClientID client_id, const char *new_name) } ci = NetworkClientInfo::GetByClientID(client_id); - if (ci == NULL) return false; + if (ci == nullptr) return false; NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, true, ci->client_name, new_name); @@ -1778,7 +1778,7 @@ void NetworkServerSetCompanyPassword(CompanyID company_id, const char *password, static void NetworkHandleCommandQueue(NetworkClientSocket *cs) { CommandPacket *cp; - while ((cp = cs->outgoing_queue.Pop()) != NULL) { + while ((cp = cs->outgoing_queue.Pop()) != nullptr) { cs->SendCommand(cp); free(cp); } @@ -1964,7 +1964,7 @@ void NetworkServerShowStatusToConsole() NetworkClientSocket *cs; FOR_ALL_CLIENT_SOCKETS(cs) { NetworkClientInfo *ci = cs->GetInfo(); - if (ci == NULL) continue; + if (ci == nullptr) continue; uint lag = NetworkCalculateLag(cs); const char *status; @@ -2131,7 +2131,7 @@ void ServerNetworkGameSocketHandler::GetClientName(char *client_name, const char { const NetworkClientInfo *ci = this->GetInfo(); - if (ci == NULL || StrEmpty(ci->client_name)) { + if (ci == nullptr || StrEmpty(ci->client_name)) { seprintf(client_name, last, "Client #%4d", this->client_id); } else { strecpy(client_name, ci->client_name, last); @@ -2162,12 +2162,12 @@ void NetworkPrintClients() /** * Perform all the server specific administration of a new company. - * @param c The newly created company; can't be NULL. - * @param ci The client information of the client that made the company; can be NULL. + * @param c The newly created company; can't be nullptr. + * @param ci The client information of the client that made the company; can be nullptr. */ void NetworkServerNewCompany(const Company *c, NetworkClientInfo *ci) { - assert(c != NULL); + assert(c != nullptr); if (!_network_server) return; @@ -2175,18 +2175,18 @@ void NetworkServerNewCompany(const Company *c, NetworkClientInfo *ci) _network_company_states[c->index].password[0] = '\0'; NetworkServerUpdateCompanyPassworded(c->index, false); - if (ci != NULL) { - /* ci is NULL when replaying, or for AIs. In neither case there is a client. */ + if (ci != nullptr) { + /* ci is nullptr when replaying, or for AIs. In neither case there is a client. */ ci->client_playas = c->index; NetworkUpdateClientInfo(ci->client_id); - NetworkSendCommand(0, 0, 0, CMD_RENAME_PRESIDENT, NULL, ci->client_name, c->index); + NetworkSendCommand(0, 0, 0, CMD_RENAME_PRESIDENT, nullptr, ci->client_name, c->index); } /* Announce new company on network. */ NetworkAdminCompanyInfo(c, true); - if (ci != NULL) { - /* ci is NULL when replaying, or for AIs. In neither case there is a client. + if (ci != nullptr) { + /* ci is nullptr when replaying, or for AIs. In neither case there is a client. We need to send Admin port update here so that they first know about the new company and then learn about a possibly joining client (see FS#6025) */ NetworkServerSendChat(NETWORK_ACTION_COMPANY_NEW, DESTTYPE_BROADCAST, 0, "", ci->client_id, c->index + 1); |