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authorKUDr <KUDr@openttd.org>2007-01-11 17:29:39 +0000
committerKUDr <KUDr@openttd.org>2007-01-11 17:29:39 +0000
commit28e969924b9033f5132fe2ba223e2bcadd39a7ec (patch)
treed644a3831ca0947198b191fa3e4e8973d3a9786e /src/network
parent5675956443d4e58713a0abd8cedb4eaaaccf22d4 (diff)
downloadopenttd-28e969924b9033f5132fe2ba223e2bcadd39a7ec.tar.xz
(svn r8066) - Codechange: MallocT(), CallocT(), ReallocT() now return the pointer to allocated memory instead of modifying the pointer given as parameter
Diffstat (limited to 'src/network')
-rw-r--r--src/network/core/packet.cpp3
-rw-r--r--src/network/core/tcp.cpp2
-rw-r--r--src/network/core/udp.cpp4
-rw-r--r--src/network/network_client.cpp3
-rw-r--r--src/network/network_data.cpp6
-rw-r--r--src/network/network_gamelist.cpp2
-rw-r--r--src/network/network_gui.cpp2
-rw-r--r--src/network/network_server.cpp3
8 files changed, 10 insertions, 15 deletions
diff --git a/src/network/core/packet.cpp b/src/network/core/packet.cpp
index 38d00d8c0..511e0c675 100644
--- a/src/network/core/packet.cpp
+++ b/src/network/core/packet.cpp
@@ -26,8 +26,7 @@ extern void NORETURN CDECL error(const char *str, ...);
*/
Packet *NetworkSend_Init(const PacketType type)
{
- Packet *packet;
- MallocT(&packet, 1);
+ Packet *packet = MallocT<Packet>(1);
/* An error is inplace here, because it simply means we ran out of memory. */
if (packet == NULL) error("Failed to allocate Packet");
diff --git a/src/network/core/tcp.cpp b/src/network/core/tcp.cpp
index ce00335fe..98b5d8d5d 100644
--- a/src/network/core/tcp.cpp
+++ b/src/network/core/tcp.cpp
@@ -149,7 +149,7 @@ Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status)
if (cs->socket == INVALID_SOCKET) return NULL;
if (cs->packet_recv == NULL) {
- MallocT(&cs->packet_recv, 1);
+ cs->packet_recv = MallocT<Packet>(1);
if (cs->packet_recv == NULL) error("Failed to allocate packet");
/* Set pos to zero! */
cs->packet_recv->pos = 0;
diff --git a/src/network/core/udp.cpp b/src/network/core/udp.cpp
index 91d751fd5..0776a2c50 100644
--- a/src/network/core/udp.cpp
+++ b/src/network/core/udp.cpp
@@ -252,12 +252,12 @@ void NetworkRecv_NetworkGameInfo(NetworkClientState *cs, Packet *p, NetworkGameI
switch (info->game_info_version) {
case 4: {
- GRFConfig *c, **dst = &info->grfconfig;
+ GRFConfig **dst = &info->grfconfig;
uint i;
uint num_grfs = NetworkRecv_uint8(cs, p);
for (i = 0; i < num_grfs; i++) {
- CallocT(&c, 1);
+ GRFConfig *c = CallocT<GRFConfig>(1);
NetworkRecv_GRFIdentifier(cs, p, c);
HandleIncomingNetworkGameInfoGRFConfig(c);
diff --git a/src/network/network_client.cpp b/src/network/network_client.cpp
index 338d076e6..9e9b5969c 100644
--- a/src/network/network_client.cpp
+++ b/src/network/network_client.cpp
@@ -570,8 +570,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_SYNC)
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMMAND)
{
- CommandPacket *cp;
- MallocT(&cp, 1);
+ CommandPacket *cp = MallocT<CommandPacket>(1);
cp->player = (PlayerID)NetworkRecv_uint8(MY_CLIENT, p);
cp->cmd = NetworkRecv_uint32(MY_CLIENT, p);
cp->p1 = NetworkRecv_uint32(MY_CLIENT, p);
diff --git a/src/network/network_data.cpp b/src/network/network_data.cpp
index 89011f18d..4b0166c9a 100644
--- a/src/network/network_data.cpp
+++ b/src/network/network_data.cpp
@@ -14,8 +14,7 @@
// Add a command to the local command queue
void NetworkAddCommandQueue(NetworkClientState *cs, CommandPacket *cp)
{
- CommandPacket* new_cp;
- MallocT(&new_cp, 1);
+ CommandPacket* new_cp = MallocT<CommandPacket>(1);
*new_cp = *cp;
@@ -31,8 +30,7 @@ void NetworkAddCommandQueue(NetworkClientState *cs, CommandPacket *cp)
// Prepare a DoCommand to be send over the network
void NetworkSend_Command(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback)
{
- CommandPacket *c;
- MallocT(&c, 1);
+ CommandPacket *c = MallocT<CommandPacket>(1);
byte temp_callback;
c->player = _local_player;
diff --git a/src/network/network_gamelist.cpp b/src/network/network_gamelist.cpp
index b1b3993bb..a202769e0 100644
--- a/src/network/network_gamelist.cpp
+++ b/src/network/network_gamelist.cpp
@@ -26,7 +26,7 @@ NetworkGameList *NetworkGameListAddItem(uint32 ip, uint16 port)
prev_item = item;
}
- MallocT(&item, 1);
+ item = MallocT<NetworkGameList>(1);
memset(item, 0, sizeof(*item));
item->next = NULL;
item->ip = ip;
diff --git a/src/network/network_gui.cpp b/src/network/network_gui.cpp
index 7a6fc221b..56fad89ee 100644
--- a/src/network/network_gui.cpp
+++ b/src/network/network_gui.cpp
@@ -167,7 +167,7 @@ static void BuildNetworkGameList(network_ql_d *nqld)
/* Create temporary array of games to use for listing */
free(nqld->sort_list);
- MallocT(&nqld->sort_list, n);
+ nqld->sort_list = MallocT<NetworkGameList*>(n);
if (nqld->sort_list == NULL) error("Could not allocate memory for the network-game-sorting-list");
nqld->l.list_length = n;
diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp
index c7bc2069d..ed7951c41 100644
--- a/src/network/network_server.cpp
+++ b/src/network/network_server.cpp
@@ -793,8 +793,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
const NetworkClientInfo *ci;
byte callback;
- CommandPacket *cp;
- MallocT(&cp, 1);
+ CommandPacket *cp = MallocT<CommandPacket>(1);
// The client was never joined.. so this is impossible, right?
// Ignore the packet, give the client a warning, and close his connection