diff options
author | smatz <smatz@openttd.org> | 2010-04-11 17:32:14 +0000 |
---|---|---|
committer | smatz <smatz@openttd.org> | 2010-04-11 17:32:14 +0000 |
commit | 7f3844d3aa44423b9fd92afc67a530ac13284901 (patch) | |
tree | f1d075c4dce429faaa855e48e09fd64b815bdc72 /src/network | |
parent | 43015ad79b0a2de4ca378710d34740ad508aa5c1 (diff) | |
download | openttd-7f3844d3aa44423b9fd92afc67a530ac13284901.tar.xz |
(svn r19610) -Codechange: rename STATUS_AUTH to STATUS_AUTHORIZED
Diffstat (limited to 'src/network')
-rw-r--r-- | src/network/core/tcp_game.h | 16 | ||||
-rw-r--r-- | src/network/network.cpp | 8 | ||||
-rw-r--r-- | src/network/network_server.cpp | 28 |
3 files changed, 26 insertions, 26 deletions
diff --git a/src/network/core/tcp_game.h b/src/network/core/tcp_game.h index 59c1c4cc3..9fefc3667 100644 --- a/src/network/core/tcp_game.h +++ b/src/network/core/tcp_game.h @@ -76,15 +76,15 @@ struct CommandPacket; /** Status of a client */ enum ClientStatus { - STATUS_INACTIVE, ///< The client is not connected nor active - STATUS_AUTH_GAME, ///< The client is authorizing with game (server) password + STATUS_INACTIVE, ///< The client is not connected nor active + STATUS_AUTH_GAME, ///< The client is authorizing with game (server) password STATUS_AUTH_COMPANY, ///< The client is authorizing with company password - STATUS_AUTH, ///< The client is authorized - STATUS_MAP_WAIT, ///< The client is waiting as someone else is downloading the map - STATUS_MAP, ///< The client is downloading the map - STATUS_DONE_MAP, ///< The client has downloaded the map - STATUS_PRE_ACTIVE, ///< The client is catching up the delayed frames - STATUS_ACTIVE, ///< The client is active within in the game + STATUS_AUTHORIZED, ///< The client is authorized + STATUS_MAP_WAIT, ///< The client is waiting as someone else is downloading the map + STATUS_MAP, ///< The client is downloading the map + STATUS_DONE_MAP, ///< The client has downloaded the map + STATUS_PRE_ACTIVE, ///< The client is catching up the delayed frames + STATUS_ACTIVE, ///< The client is active within in the game }; class NetworkClientSocket; diff --git a/src/network/network.cpp b/src/network/network.cpp index 24fc8a856..68eeeb509 100644 --- a/src/network/network.cpp +++ b/src/network/network.cpp @@ -452,7 +452,7 @@ static bool NetworkHasJoiningClient() { const NetworkClientSocket *cs; FOR_ALL_CLIENT_SOCKETS(cs) { - if (cs->status >= STATUS_AUTH && cs->status < STATUS_ACTIVE) return true; + if (cs->status >= STATUS_AUTHORIZED && cs->status < STATUS_ACTIVE) return true; } return false; @@ -548,7 +548,7 @@ NetworkRecvStatus NetworkCloseClient(NetworkClientSocket *cs, NetworkRecvStatus */ if (cs->sock == INVALID_SOCKET) return status; - if (status != NETWORK_RECV_STATUS_CONN_LOST && !cs->HasClientQuit() && _network_server && cs->status >= STATUS_AUTH) { + if (status != NETWORK_RECV_STATUS_CONN_LOST && !cs->HasClientQuit() && _network_server && cs->status >= STATUS_AUTHORIZED) { /* We did not receive a leave message from this client... */ char client_name[NETWORK_CLIENT_NAME_LENGTH]; NetworkClientSocket *new_cs; @@ -559,7 +559,7 @@ NetworkRecvStatus NetworkCloseClient(NetworkClientSocket *cs, NetworkRecvStatus /* Inform other clients of this... strange leaving ;) */ FOR_ALL_CLIENT_SOCKETS(new_cs) { - if (new_cs->status > STATUS_AUTH && cs != new_cs) { + if (new_cs->status > STATUS_AUTHORIZED && cs != new_cs) { SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->client_id, NETWORK_ERROR_CONNECTION_LOST); } } @@ -569,7 +569,7 @@ NetworkRecvStatus NetworkCloseClient(NetworkClientSocket *cs, NetworkRecvStatus if (_network_server) { /* We just lost one client :( */ - if (cs->status >= STATUS_AUTH) _network_game_info.clients_on--; + if (cs->status >= STATUS_AUTHORIZED) _network_game_info.clients_on--; _network_clients_connected--; SetWindowDirty(WC_CLIENT_LIST, 0); diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp index 4b664791f..4eb180244 100644 --- a/src/network/network_server.cpp +++ b/src/network/network_server.cpp @@ -152,7 +152,7 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientSocket *cs, Netw GetString(str, strid, lastof(str)); /* Only send when the current client was in game */ - if (cs->status > STATUS_AUTH) { + if (cs->status > STATUS_AUTHORIZED) { NetworkClientSocket *new_cs; char client_name[NETWORK_CLIENT_NAME_LENGTH]; @@ -163,7 +163,7 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientSocket *cs, Netw NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, strid); FOR_ALL_CLIENT_SOCKETS(new_cs) { - if (new_cs->status > STATUS_AUTH && new_cs != cs) { + if (new_cs->status > STATUS_AUTHORIZED && new_cs != cs) { /* Some errors we filter to a more general error. Clients don't have to know the real * reason a joining failed. */ if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED || error == NETWORK_ERROR_WRONG_REVISION) @@ -261,9 +261,9 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WELCOME) NetworkClientSocket *new_cs; /* Invalid packet when status is AUTH or higher */ - if (cs->status >= STATUS_AUTH) return NetworkCloseClient(cs, NETWORK_RECV_STATUS_MALFORMED_PACKET); + if (cs->status >= STATUS_AUTHORIZED) return NetworkCloseClient(cs, NETWORK_RECV_STATUS_MALFORMED_PACKET); - cs->status = STATUS_AUTH; + cs->status = STATUS_AUTHORIZED; _network_game_info.clients_on++; p = new Packet(PACKET_SERVER_WELCOME); @@ -274,7 +274,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WELCOME) /* Transmit info about all the active clients */ FOR_ALL_CLIENT_SOCKETS(new_cs) { - if (new_cs != cs && new_cs->status > STATUS_AUTH) + if (new_cs != cs && new_cs->status > STATUS_AUTHORIZED) SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, new_cs->GetInfo()); } /* Also send the info of the server */ @@ -325,12 +325,12 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP) static FILE *file_pointer; static uint sent_packets; // How many packets we did send succecfully last time - if (cs->status < STATUS_AUTH) { + if (cs->status < STATUS_AUTHORIZED) { /* Illegal call, return error and ignore the packet */ return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED); } - if (cs->status == STATUS_AUTH) { + if (cs->status == STATUS_AUTHORIZED) { const char *filename = "network_server.tmp"; Packet *p; @@ -391,7 +391,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP) /* Check if we already have a new client to send the map to */ if (!new_map_client) { /* If not, this client will get the map */ - new_cs->status = STATUS_AUTH; + new_cs->status = STATUS_AUTHORIZED; new_map_client = true; SEND_COMMAND(PACKET_SERVER_MAP)(new_cs); } else { @@ -815,7 +815,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP) /* The client was never joined.. so this is impossible, right? * Ignore the packet, give the client a warning, and close his connection */ - if (cs->status < STATUS_AUTH || cs->HasClientQuit()) { + if (cs->status < STATUS_AUTHORIZED || cs->HasClientQuit()) { return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED); } @@ -856,7 +856,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK) cs->last_frame_server = _frame_counter; FOR_ALL_CLIENT_SOCKETS(new_cs) { - if (new_cs->status > STATUS_AUTH) { + if (new_cs->status > STATUS_AUTHORIZED) { SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(new_cs, cs->GetInfo()); SEND_COMMAND(PACKET_SERVER_JOIN)(new_cs, cs->client_id); } @@ -989,7 +989,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ERROR) NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, strid); FOR_ALL_CLIENT_SOCKETS(new_cs) { - if (new_cs->status > STATUS_AUTH) { + if (new_cs->status > STATUS_AUTHORIZED) { SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->client_id, errorno); } } @@ -1016,7 +1016,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_QUIT) NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, STR_NETWORK_MESSAGE_CLIENT_LEAVING); FOR_ALL_CLIENT_SOCKETS(new_cs) { - if (new_cs->status > STATUS_AUTH) { + if (new_cs->status > STATUS_AUTHORIZED) { SEND_COMMAND(PACKET_SERVER_QUIT)(new_cs, cs->client_id); } } @@ -1027,7 +1027,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_QUIT) DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ACK) { - if (cs->status < STATUS_AUTH) { + if (cs->status < STATUS_AUTHORIZED) { /* Illegal call, return error and ignore the packet */ return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED); } @@ -1154,7 +1154,7 @@ void NetworkServerSendChat(NetworkAction action, DestType desttype, int dest, co DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_CHAT) { - if (cs->status < STATUS_AUTH) { + if (cs->status < STATUS_AUTHORIZED) { /* Illegal call, return error and ignore the packet */ return SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED); } |