diff options
-rw-r--r-- | console_cmds.c | 4 | ||||
-rw-r--r-- | economy.c | 2 | ||||
-rw-r--r-- | network.c | 82 | ||||
-rw-r--r-- | network.h | 2 | ||||
-rw-r--r-- | network_client.c | 6 | ||||
-rw-r--r-- | network_client.h | 2 | ||||
-rw-r--r-- | network_data.c | 14 | ||||
-rw-r--r-- | network_data.h | 28 | ||||
-rw-r--r-- | network_gamelist.c | 2 | ||||
-rw-r--r-- | network_gamelist.h | 2 | ||||
-rw-r--r-- | network_gui.c | 2 | ||||
-rw-r--r-- | network_server.c | 72 | ||||
-rw-r--r-- | network_server.h | 10 | ||||
-rw-r--r-- | network_udp.c | 4 | ||||
-rw-r--r-- | network_udp.h | 2 |
15 files changed, 118 insertions, 116 deletions
diff --git a/console_cmds.c b/console_cmds.c index 7299505d4..a3118ada6 100644 --- a/console_cmds.c +++ b/console_cmds.c @@ -147,7 +147,7 @@ DEF_CONSOLE_CMD(ConStatus) { const char *status; int lag; - const ClientState *cs; + const NetworkClientState *cs; const NetworkClientInfo *ci; FOR_ALL_CLIENTS(cs) { lag = NetworkCalculateLag(cs); @@ -217,7 +217,7 @@ DEF_CONSOLE_CMD(ConKick) DEF_CONSOLE_CMD(ConResetCompany) { Player *p; - ClientState *cs; + NetworkClientState *cs; NetworkClientInfo *ci; if (argc == 2) { @@ -402,7 +402,7 @@ static void PlayersCheckBankrupt(Player *p) // If we are the server, make sure it is clear that his player is no // longer with us! NetworkClientInfo *ci; - ClientState *cs; + NetworkClientState *cs; /* Find all clients that were in control of this company */ FOR_ALL_CLIENTS(cs) { ci = DEREF_CLIENT_INFO(cs); @@ -35,6 +35,10 @@ static byte _network_clients_connected = 0; // The index counter for new clients (is never decreased) static uint16 _network_client_index = NETWORK_SERVER_INDEX + 1; +/* Some externs / forwards */ +extern void ShowJoinStatusWindow(); +extern void StateGameLoop(); + // Function that looks up the CI for a given client-index NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index) { @@ -48,9 +52,9 @@ NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index) } // Function that looks up the CS for a given client-index -ClientState *NetworkFindClientStateFromIndex(uint16 client_index) +NetworkClientState *NetworkFindClientStateFromIndex(uint16 client_index) { - ClientState *cs; + NetworkClientState *cs; for (cs = _clients; cs != &_clients[MAX_CLIENT_INFO]; cs++) if (cs->index == client_index) @@ -61,7 +65,7 @@ ClientState *NetworkFindClientStateFromIndex(uint16 client_index) // NetworkGetClientName is a server-safe function to get the name of the client // if the user did not send it yet, Client #<no> is used. -void NetworkGetClientName(char *client_name, size_t size, ClientState *cs) +void NetworkGetClientName(char *client_name, size_t size, const NetworkClientState *cs) { NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs); if (ci->client_name[0] == '\0') @@ -119,7 +123,7 @@ void CDECL NetworkTextMessage(NetworkAction action, uint16 color, const char *na } // Calculate the frame-lag of a client -uint NetworkCalculateLag(const ClientState *cs) +uint NetworkCalculateLag(const NetworkClientState *cs) { int lag = cs->last_frame_server - cs->last_frame; // This client has missed his ACK packet after 1 DAY_TICKS.. @@ -150,7 +154,7 @@ void ServerStartError(char *error) { NetworkError(STR_NETWORK_ERR_SERVER_START); } -void NetworkClientError(byte res, ClientState *cs) { +static void NetworkClientError(byte res, NetworkClientState *cs) { // First, send a CLIENT_ERROR to the server, so he knows we are // disconnection (and why!) NetworkErrorCode errorno; @@ -158,7 +162,7 @@ void NetworkClientError(byte res, ClientState *cs) { // We just want to close the connection.. if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) { cs->quited = true; - CloseClient(cs); + NetworkCloseClient(cs); _networking = false; DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0); @@ -179,12 +183,12 @@ void NetworkClientError(byte res, ClientState *cs) { } _switch_mode = SM_MENU; - CloseClient(cs); + NetworkCloseClient(cs); _networking = false; } // Find all IP-aliases for this host -void NetworkFindIPs(void) +static void NetworkFindIPs(void) { int i, last; @@ -388,9 +392,9 @@ void ParseConnectionString(const byte **player, const byte **port, byte *connect // Creates a new client from a socket // Used both by the server and the client -static ClientState *AllocClient(SOCKET s) +static NetworkClientState *NetworkAllocClient(SOCKET s) { - ClientState *cs; + NetworkClientState *cs; NetworkClientInfo *ci; byte client_no; @@ -429,7 +433,7 @@ static ClientState *AllocClient(SOCKET s) } // Close a connection -void CloseClient(ClientState *cs) +void NetworkCloseClient(NetworkClientState *cs) { NetworkClientInfo *ci; // Socket is already dead @@ -442,7 +446,7 @@ void CloseClient(ClientState *cs) NetworkErrorCode errorno = NETWORK_ERROR_CONNECTION_LOST; char str1[100], str2[100]; char client_name[NETWORK_NAME_LENGTH]; - ClientState *new_cs; + NetworkClientState *new_cs; NetworkGetClientName(client_name, sizeof(client_name), cs); @@ -503,10 +507,8 @@ void CloseClient(ClientState *cs) ci->client_index = NETWORK_EMPTY_INDEX; } -extern void ShowJoinStatusWindow(); - // A client wants to connect to a server -bool NetworkConnect(const char *hostname, int port) +static bool NetworkConnect(const char *hostname, int port) { SOCKET s; struct sockaddr_in sin; @@ -550,7 +552,7 @@ bool NetworkConnect(const char *hostname, int port) } // in client mode, only the first client field is used. it's pointing to the server. - AllocClient(s); + NetworkAllocClient(s); ShowJoinStatusWindow(); @@ -564,7 +566,7 @@ static void NetworkAcceptClients(void) { struct sockaddr_in sin; SOCKET s; - ClientState *cs; + NetworkClientState *cs; #ifndef __MORPHOS__ int sin_len; #else @@ -594,7 +596,7 @@ static void NetworkAcceptClients(void) {int b = 1; setsockopt(s, IPPROTO_TCP, TCP_NODELAY, (const char*)&b, sizeof(b));} #endif - cs = AllocClient(s); + cs = NetworkAllocClient(s); if (cs == NULL) { // no more clients allowed? // Send to the client that we are full! @@ -626,7 +628,7 @@ static void NetworkAcceptClients(void) } // Set up the listen socket for the server -bool NetworkListen(void) +static bool NetworkListen(void) { SOCKET ls; struct sockaddr_in sin; @@ -682,16 +684,16 @@ bool NetworkListen(void) } // Close all current connections -void NetworkClose(void) +static void NetworkClose(void) { - ClientState *cs; + NetworkClientState *cs; FOR_ALL_CLIENTS(cs) { if (!_network_server) { SEND_COMMAND(PACKET_CLIENT_QUIT)("leaving"); NetworkSend_Packets(cs); } - CloseClient(cs); + NetworkCloseClient(cs); } if (_network_server) { @@ -704,9 +706,9 @@ void NetworkClose(void) } // Inits the network (cleans sockets and stuff) -void NetworkInitialize(void) +static void NetworkInitialize(void) { - ClientState *cs; + NetworkClientState *cs; uint i; _local_command_queue = NULL; @@ -735,7 +737,7 @@ void NetworkInitialize(void) // add all servers from the config file to our list for (i=0; i != lengthof(_network_server_list); i++) { if (_network_server_list[i] == NULL) break; - AddServer(_network_server_list[i]); + NetworkAddServer(_network_server_list[i]); } } @@ -775,22 +777,25 @@ void NetworkQueryServer(const byte* host, unsigned short port, bool game_info) // validates an address entered as a string and adds the server to // the list -void AddServer(byte *b) +void NetworkAddServer(const byte *b) { if (*b != '\0') { const byte *port = NULL; const byte *player = NULL; + byte host[NETWORK_HOSTNAME_LENGTH]; uint16 rport; + ttd_strlcpy(host, b, lengthof(host)); + ttd_strlcpy(_network_default_ip, b, lengthof(_network_default_ip)); rport = NETWORK_DEFAULT_PORT; - ParseConnectionString(&player, &port, b); + ParseConnectionString(&player, &port, host); if (player != NULL) _network_playas = atoi(player); if (port != NULL) rport = atoi(port); - NetworkQueryServer(b, rport, true); + NetworkQueryServer(host, rport, true); } } @@ -823,7 +828,7 @@ bool NetworkClientConnectGame(const byte* host, unsigned short port) return _networking; } -void NetworkInitGameInfo(void) +static void NetworkInitGameInfo(void) { NetworkClientInfo *ci; @@ -913,7 +918,7 @@ bool NetworkServerStart(void) void NetworkReboot(void) { if (_network_server) { - ClientState *cs; + NetworkClientState *cs; FOR_ALL_CLIENTS(cs) { SEND_COMMAND(PACKET_SERVER_NEWGAME)(cs); NetworkSend_Packets(cs); @@ -937,7 +942,7 @@ void NetworkReboot(void) void NetworkDisconnect(void) { if (_network_server) { - ClientState *cs; + NetworkClientState *cs; FOR_ALL_CLIENTS(cs) { SEND_COMMAND(PACKET_SERVER_SHUTDOWN)(cs); NetworkSend_Packets(cs); @@ -964,9 +969,9 @@ void NetworkDisconnect(void) } // Receives something from the network -bool NetworkReceive(void) +static bool NetworkReceive(void) { - ClientState *cs; + NetworkClientState *cs; int n; fd_set read_fd, write_fd; struct timeval tv; @@ -1022,7 +1027,7 @@ bool NetworkReceive(void) // This sends all buffered commands (if possible) static void NetworkSend(void) { - ClientState *cs; + NetworkClientState *cs; FOR_ALL_CLIENTS(cs) { if (cs->writable) { NetworkSend_Packets(cs); @@ -1036,7 +1041,7 @@ static void NetworkSend(void) } // Handle the local-command-queue -void NetworkHandleLocalQueue(void) +static void NetworkHandleLocalQueue(void) { if (_local_command_queue != NULL) { CommandPacket *cp; @@ -1071,10 +1076,7 @@ void NetworkHandleLocalQueue(void) } } - -extern void StateGameLoop(); - -bool NetworkDoClientLoop(void) +static bool NetworkDoClientLoop(void) { _frame_counter++; @@ -1168,7 +1170,7 @@ void NetworkGameLoop(void) NetworkSend(); } -void NetworkGenerateUniqueId() +static void NetworkGenerateUniqueId(void) { md5_state_t state; md5_byte_t digest[16]; @@ -193,6 +193,6 @@ VARDEF byte _network_playas; // an id to play as.. void ParseConnectionString(const byte **player, const byte **port, byte *connection_string); void NetworkUpdateClientInfo(uint16 client_index); -void AddServer(byte *b); +void NetworkAddServer(const byte *b); #endif /* NETWORK_H */ diff --git a/network_client.c b/network_client.c index 649aa1ca4..1ac821fc1 100644 --- a/network_client.c +++ b/network_client.c @@ -15,6 +15,8 @@ // This file handles all the client-commands +extern const char _openttd_revision[]; + // So we don't make too much typos ;) #define MY_CLIENT DEREF_CLIENT(0) @@ -43,8 +45,6 @@ DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO) NetworkSend_Packet(p, MY_CLIENT); } -extern const char _openttd_revision[]; - DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_JOIN) { // @@ -805,7 +805,7 @@ void NetworkClient_Connected(void) } // Reads the packets from the socket-stream, if available -NetworkRecvStatus NetworkClient_ReadPackets(ClientState *cs) +NetworkRecvStatus NetworkClient_ReadPackets(NetworkClientState *cs) { Packet *p; NetworkRecvStatus res = NETWORK_RECV_STATUS_OKAY; diff --git a/network_client.h b/network_client.h index 4990bc902..dd839a1f5 100644 --- a/network_client.h +++ b/network_client.h @@ -14,7 +14,7 @@ DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_PASSWORD)(const char *password); DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_NAME)(const char *name); DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_ACK); -NetworkRecvStatus NetworkClient_ReadPackets(ClientState *cs); +NetworkRecvStatus NetworkClient_ReadPackets(NetworkClientState *cs); void NetworkClient_Connected(void); #endif /* ENABLE_NETWORK */ diff --git a/network_data.c b/network_data.c index 50d4ada1f..d9a0c7971 100644 --- a/network_data.c +++ b/network_data.c @@ -86,7 +86,7 @@ assert_compile(sizeof(PacketSize) == 2); // as soon as possible // (that is: the next tick, or maybe one tick later if the // OS-network-buffer is full) -void NetworkSend_Packet(Packet *packet, ClientState *cs) +void NetworkSend_Packet(Packet *packet, NetworkClientState *cs) { Packet *p; assert(packet != NULL); @@ -114,9 +114,9 @@ void NetworkSend_Packet(Packet *packet, ClientState *cs) // this handles what to do. // For clients: close connection and drop back to main-menu // For servers: close connection and that is it -NetworkRecvStatus CloseConnection(ClientState *cs) +NetworkRecvStatus CloseConnection(NetworkClientState *cs) { - CloseClient(cs); + NetworkCloseClient(cs); // Clients drop back to the main menu if (!_network_server) { @@ -136,7 +136,7 @@ NetworkRecvStatus CloseConnection(ClientState *cs) // 2) the OS reports back that it can not send any more // data right now (full network-buffer, it happens ;)) // 3) sending took too long -bool NetworkSend_Packets(ClientState *cs) +bool NetworkSend_Packets(NetworkClientState *cs) { ssize_t res; Packet *p; @@ -242,7 +242,7 @@ void NetworkRecv_string(Packet *p, char* buffer, size_t size) // (the line: 'p->size = (uint16)p->buffer[0];' and below) assert_compile(sizeof(PacketSize) == 2); -Packet *NetworkRecv_Packet(ClientState *cs, NetworkRecvStatus *status) +Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status) { ssize_t res; Packet *p; @@ -330,7 +330,7 @@ Packet *NetworkRecv_Packet(ClientState *cs, NetworkRecvStatus *status) } // Add a command to the local command queue -void NetworkAddCommandQueue(ClientState *cs, CommandPacket *cp) +void NetworkAddCommandQueue(NetworkClientState *cs, CommandPacket *cp) { CommandPacket *new_cp = malloc(sizeof(CommandPacket)); @@ -390,7 +390,7 @@ void NetworkSend_Command(uint32 tile, uint32 p1, uint32 p2, uint32 cmd, CommandC // client on the server can do everything 1 tick faster then others. // So to keep the game fair, we delay the command with 1 tick // which gives about the same speed as most clients. - ClientState *cs; + NetworkClientState *cs; // And we queue it for delivery to the clients FOR_ALL_CLIENTS(cs) { diff --git a/network_data.h b/network_data.h index a26db94de..a29b1ac1f 100644 --- a/network_data.h +++ b/network_data.h @@ -107,7 +107,7 @@ typedef enum { } NetworkPasswordType; // To keep the clients all together -typedef struct ClientState { +typedef struct NetworkClientState { int socket; uint16 index; uint32 last_frame; @@ -122,7 +122,7 @@ typedef struct ClientState { Packet *packet_recv; // Partially received packet CommandPacket *command_queue; // The command-queue awaiting delivery -} ClientState; +} NetworkClientState; // What packet types are there // WARNING: The first 3 packets can NEVER change order again @@ -173,17 +173,17 @@ SOCKET _udp_client_socket; // udp client socket // Here we keep track of the clients // (and the client uses [0] for his own communication) -ClientState _clients[MAX_CLIENTS]; +NetworkClientState _clients[MAX_CLIENTS]; #define DEREF_CLIENT(i) (&_clients[i]) -// This returns the NetworkClientInfo from a ClientState +// This returns the NetworkClientInfo from a NetworkClientState #define DEREF_CLIENT_INFO(cs) (&_network_client_info[cs - _clients]) // Macros to make life a bit more easier #define DEF_CLIENT_RECEIVE_COMMAND(type) NetworkRecvStatus NetworkPacketReceive_ ## type ## _command(Packet *p) #define DEF_CLIENT_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command(void) #define DEF_CLIENT_SEND_COMMAND_PARAM(type) void NetworkPacketSend_ ## type ## _command -#define DEF_SERVER_RECEIVE_COMMAND(type) void NetworkPacketReceive_ ## type ## _command(ClientState *cs, Packet *p) -#define DEF_SERVER_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command(ClientState *cs) +#define DEF_SERVER_RECEIVE_COMMAND(type) void NetworkPacketReceive_ ## type ## _command(NetworkClientState *cs, Packet *p) +#define DEF_SERVER_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command(NetworkClientState *cs) #define DEF_SERVER_SEND_COMMAND_PARAM(type) void NetworkPacketSend_ ## type ## _command #define SEND_COMMAND(type) NetworkPacketSend_ ## type ## _command @@ -197,27 +197,27 @@ void NetworkSend_uint16(Packet *packet, uint16 data); void NetworkSend_uint32(Packet *packet, uint32 data); void NetworkSend_uint64(Packet *packet, uint64 data); void NetworkSend_string(Packet *packet, const char* data); -void NetworkSend_Packet(Packet *packet, ClientState *cs); +void NetworkSend_Packet(Packet *packet, NetworkClientState *cs); uint8 NetworkRecv_uint8(Packet *packet); uint16 NetworkRecv_uint16(Packet *packet); uint32 NetworkRecv_uint32(Packet *packet); uint64 NetworkRecv_uint64(Packet *packet); void NetworkRecv_string(Packet *packet, char* buffer, size_t size); -Packet *NetworkRecv_Packet(ClientState *cs, NetworkRecvStatus *status); +Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status); -bool NetworkSend_Packets(ClientState *cs); +bool NetworkSend_Packets(NetworkClientState *cs); void NetworkExecuteCommand(CommandPacket *cp); -void NetworkAddCommandQueue(ClientState *cs, CommandPacket *cp); +void NetworkAddCommandQueue(NetworkClientState *cs, CommandPacket *cp); // from network.c -void CloseClient(ClientState *cs); +void NetworkCloseClient(NetworkClientState *cs); void CDECL NetworkTextMessage(NetworkAction action, uint16 color, const char *name, const char *str, ...); -void NetworkGetClientName(char *clientname, size_t size, ClientState *cs); -uint NetworkCalculateLag(const ClientState *cs); +void NetworkGetClientName(char *clientname, size_t size, const NetworkClientState *cs); +uint NetworkCalculateLag(const NetworkClientState *cs); byte NetworkGetCurrentLanguageIndex(); NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index); -ClientState *NetworkFindClientStateFromIndex(uint16 client_index); +NetworkClientState *NetworkFindClientStateFromIndex(uint16 client_index); unsigned long NetworkResolveHost(const char *hostname); #endif /* ENABLE_NETWORK */ diff --git a/network_gamelist.c b/network_gamelist.c index 6aa4cc90e..63856a9bf 100644 --- a/network_gamelist.c +++ b/network_gamelist.c @@ -65,7 +65,7 @@ NetworkGameList *NetworkGameListAddItem(uint32 ip, uint16 port) return item; } -void NetworkGameListAddQueriedItem(NetworkGameInfo *info, bool server_online) +void NetworkGameListAddQueriedItem(const NetworkGameInfo *info, bool server_online) { // We queried a server and now we are going to add it to the list NetworkGameList *item; diff --git a/network_gamelist.h b/network_gamelist.h index 7641ac0f6..5ccc4b054 100644 --- a/network_gamelist.h +++ b/network_gamelist.h @@ -3,6 +3,6 @@ void NetworkGameListClear(void); NetworkGameList *NetworkGameListAddItem(uint32 ip, uint16 port); -void NetworkGameListAddQueriedItem(NetworkGameInfo *info, bool server_online); +void NetworkGameListAddQueriedItem(const NetworkGameInfo *info, bool server_online); #endif /* NETWORK_GAMELIST_H */ diff --git a/network_gui.c b/network_gui.c index dfc989a3b..3b76bc067 100644 --- a/network_gui.c +++ b/network_gui.c @@ -317,7 +317,7 @@ static void NetworkGameWindowWndProc(Window *w, WindowEvent *e) break; case WE_ON_EDIT_TEXT: { - AddServer(e->edittext.str); + NetworkAddServer(e->edittext.str); } break; case WE_CREATE: { diff --git a/network_server.c b/network_server.c index 2f81a5a19..a57e5d938 100644 --- a/network_server.c +++ b/network_server.c @@ -15,18 +15,20 @@ // This file handles all the server-commands -void NetworkHandleCommandQueue(ClientState *cs); +void NetworkHandleCommandQueue(NetworkClientState *cs); void NetworkPopulateCompanyInfo(void); -void NetworkSendPatchSettings(ClientState *cs); +void NetworkSendPatchSettings(NetworkClientState *cs); + +extern const char _openttd_revision[]; // Is the network enabled? // ********** // Sending functions -// DEF_SERVER_SEND_COMMAND has parameter: ClientState *cs +// DEF_SERVER_SEND_COMMAND has parameter: NetworkClientState *cs // ********** -DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CLIENT_INFO)(ClientState *cs, NetworkClientInfo *ci) +DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CLIENT_INFO)(NetworkClientState *cs, NetworkClientInfo *ci) { // // Packet: SERVER_CLIENT_INFO @@ -119,7 +121,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_COMPANY_INFO) } } -DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(ClientState *cs, NetworkErrorCode error) +DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientState *cs, NetworkErrorCode error) { // // Packet: SERVER_ERROR @@ -128,7 +130,7 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(ClientState *cs, NetworkError // uint8: ErrorID (see network_data.h, NetworkErrorCode) // - ClientState *new_cs; + NetworkClientState *new_cs; char str1[100], str2[100]; char client_name[NETWORK_NAME_LENGTH]; @@ -167,10 +169,10 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(ClientState *cs, NetworkError NetworkSend_Packets(cs); // The client made a mistake, so drop his connection now! - CloseClient(cs); + NetworkCloseClient(cs); } -DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_NEED_PASSWORD)(ClientState *cs, NetworkPasswordType type) +DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_NEED_PASSWORD)(NetworkClientState *cs, NetworkPasswordType type) { // // Packet: SERVER_NEED_PASSWORD @@ -194,7 +196,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WELCOME) // Packet *p; - ClientState *new_cs; + NetworkClientState *new_cs; // Invalid packet when status is AUTH or higher if (cs->status >= STATUS_AUTH) @@ -226,7 +228,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WAIT) // uint8: Clients awaiting map // int waiting = 0; - ClientState *new_cs; + NetworkClientState *new_cs; Packet *p; // Count how many players are waiting in the queue @@ -327,7 +329,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP) fclose(file_pointer); { - ClientState *new_cs; + NetworkClientState *new_cs; bool new_map_client = false; // Check if there is a client waiting for receiving the map // and start sending him the map @@ -364,7 +366,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP) } } -DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_JOIN)(ClientState *cs, uint16 client_index) +DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_JOIN)(NetworkClientState *cs, uint16 client_index) { // // Packet: SERVER_JOIN @@ -430,7 +432,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SYNC) NetworkSend_Packet(p, cs); } -DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_COMMAND)(ClientState *cs, CommandPacket *cp) +DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_COMMAND)(NetworkClientState *cs, CommandPacket *cp) { // // Packet: SERVER_COMMAND @@ -470,7 +472,7 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_COMMAND)(ClientState *cs, CommandPac NetworkSend_Packet(p, cs); } -DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CHAT)(ClientState *cs, NetworkAction action, uint16 client_index, const char *msg) +DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CHAT)(NetworkClientState *cs, NetworkAction action, uint16 client_index, const char *msg) { // // Packet: SERVER_CHAT @@ -490,7 +492,7 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CHAT)(ClientState *cs, NetworkAction NetworkSend_Packet(p, cs); } -DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(ClientState *cs, uint16 client_index, NetworkErrorCode errorno) +DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(NetworkClientState *cs, uint16 client_index, NetworkErrorCode errorno) { // // Packet: SERVER_ERROR_QUIT @@ -509,7 +511,7 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(ClientState *cs, uint16 NetworkSend_Packet(p, cs); } -DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_QUIT)(ClientState *cs, uint16 client_index, const char *leavemsg) +DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_QUIT)(NetworkClientState *cs, uint16 client_index, const char *leavemsg) { // // Packet: SERVER_ERROR_QUIT @@ -556,7 +558,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_NEWGAME) // ********** // Receiving functions -// DEF_SERVER_RECEIVE_COMMAND has parameter: ClientState *cs, Packet *p +// DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientState *cs, Packet *p // ********** DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO) @@ -564,8 +566,6 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO) SEND_COMMAND(PACKET_SERVER_COMPANY_INFO)(cs); } -extern const char _openttd_revision[]; - DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_JOIN) { char name[NETWORK_NAME_LENGTH]; @@ -682,7 +682,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_PASSWORD) DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP) { - ClientState *new_cs; + NetworkClientState *new_cs; // The client was never joined.. so this is impossible, right? // Ignore the packet, give the client a warning, and close his connection @@ -711,7 +711,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK) if (cs->status == STATUS_DONE_MAP && !cs->quited) { char client_name[NETWORK_NAME_LENGTH]; char str[100]; - ClientState *new_cs; + NetworkClientState *new_cs; GetString(str, STR_NETWORK_CLIENT_JOINED); NetworkGetClientName(client_name, sizeof(client_name), cs); @@ -747,7 +747,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND) // The client has done a command and wants us to handle it int i; byte callback; - ClientState *new_cs; + NetworkClientState *new_cs; NetworkClientInfo *ci; char *dparam_char; @@ -832,7 +832,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ERROR) { // This packets means a client noticed an error and is reporting this // to us. Display the error and report it to the other clients - ClientState *new_cs; + NetworkClientState *new_cs; byte errorno = NetworkRecv_uint8(p); char str1[100], str2[100]; char client_name[NETWORK_NAME_LENGTH]; @@ -865,7 +865,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_QUIT) { // The client wants to leave. Display this and report it to the other // clients. - ClientState *new_cs; + NetworkClientState *new_cs; char str1[100], str2[100]; char client_name[NETWORK_NAME_LENGTH]; @@ -908,7 +908,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ACK) void NetworkServer_HandleChat(NetworkAction action, DestType desttype, int dest, const char *msg, byte from_index) { - ClientState *cs; + NetworkClientState *cs; NetworkClientInfo *ci, *ci_own, *ci_to; switch (desttype) { @@ -1036,7 +1036,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME) } // The layout for the receive-functions by the server -typedef void NetworkServerPacket(ClientState *cs, Packet *p); +typedef void NetworkServerPacket(NetworkClientState *cs, Packet *p); // This array matches PacketType. At an incoming @@ -1084,7 +1084,7 @@ extern const SettingDesc patch_settings[]; // This is a TEMPORARY solution to get the patch-settings // to the client. When the patch-settings are saved in the savegame // this should be removed!! -void NetworkSendPatchSettings(ClientState *cs) +void NetworkSendPatchSettings(NetworkClientState *cs) { const SettingDesc *item; Packet *p = NetworkSend_Init(PACKET_SERVER_MAP); @@ -1122,7 +1122,7 @@ void NetworkPopulateCompanyInfo(void) Player *p; Vehicle *v; Station *s; - ClientState *cs; + NetworkClientState *cs; NetworkClientInfo *ci; int i; uint16 months_empty; @@ -1222,7 +1222,7 @@ void NetworkPopulateCompanyInfo(void) // Send a packet to all clients with updated info about this client_index void NetworkUpdateClientInfo(uint16 client_index) { - ClientState *cs; + NetworkClientState *cs; NetworkClientInfo *ci; ci = NetworkFindClientInfoFromIndex(client_index); @@ -1242,7 +1242,7 @@ void NetworkUpdateClientInfo(uint16 client_index) (and item 1. happens a year later) */ static void NetworkAutoCleanCompanies() { - ClientState *cs; + NetworkClientState *cs; NetworkClientInfo *ci; Player *p; bool clients_in_company[MAX_PLAYERS]; @@ -1300,7 +1300,7 @@ static void NetworkAutoCleanCompanies() // and it returns true if that succeeded. bool NetworkFindName(char new_name[NETWORK_NAME_LENGTH]) { - ClientState *new_cs; + NetworkClientState *new_cs; NetworkClientInfo *ci; bool found_name = false; byte number = 0; @@ -1341,7 +1341,7 @@ bool NetworkFindName(char new_name[NETWORK_NAME_LENGTH]) } // Reads a packet from the stream -bool NetworkServer_ReadPackets(ClientState *cs) +bool NetworkServer_ReadPackets(NetworkClientState *cs) { Packet *p; NetworkRecvStatus res; @@ -1358,7 +1358,7 @@ bool NetworkServer_ReadPackets(ClientState *cs) } // Handle the local command-queue -void NetworkHandleCommandQueue(ClientState *cs) { +void NetworkHandleCommandQueue(NetworkClientState *cs) { if (cs->command_queue != NULL) { CommandPacket *cp; CommandPacket *cp_prev; @@ -1389,7 +1389,7 @@ void NetworkServer_Tick(void) #ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME static uint32 last_sync_frame = 0; #endif - ClientState *cs; + NetworkClientState *cs; bool send_frame = false; // Update max-frame-counter @@ -1410,7 +1410,7 @@ void NetworkServer_Tick(void) // Client did still not report in after 4 game-day, drop him // (that is, the 3 of above, + 1 before any lag is counted) IConsolePrintF(_iconsole_color_error,"Client #%d is dropped because the client did not respond for more then 4 game-days", cs->index); - CloseClient(cs); + NetworkCloseClient(cs); continue; } @@ -1453,7 +1453,7 @@ void NetworkServer_Tick(void) NetworkUDPAdvertise(); } -void NetworkServerMonthlyLoop() +void NetworkServerMonthlyLoop(void) { NetworkAutoCleanCompanies(); } diff --git a/network_server.h b/network_server.h index 45979ff89..1cfa59702 100644 --- a/network_server.h +++ b/network_server.h @@ -4,17 +4,17 @@ #ifdef ENABLE_NETWORK DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP); -DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(ClientState *cs, uint16 client_index, NetworkErrorCode errorno); -DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(ClientState *cs, NetworkErrorCode error); +DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(NetworkClientState *cs, uint16 client_index, NetworkErrorCode errorno); +DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientState *cs, NetworkErrorCode error); DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SHUTDOWN); DEF_SERVER_SEND_COMMAND(PACKET_SERVER_NEWGAME); bool NetworkFindName(char new_name[NETWORK_NAME_LENGTH]); void NetworkServer_HandleChat(NetworkAction action, DestType desttype, int dest, const char *msg, byte from_index); -bool NetworkServer_ReadPackets(ClientState *cs); -void NetworkServer_Tick(); -void NetworkServerMonthlyLoop(); +bool NetworkServer_ReadPackets(NetworkClientState *cs); +void NetworkServer_Tick(void); +void NetworkServerMonthlyLoop(void); #endif /* ENABLE_NETWORK */ diff --git a/network_udp.c b/network_udp.c index b084186ee..da5aa807e 100644 --- a/network_udp.c +++ b/network_udp.c @@ -106,7 +106,7 @@ DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_RESPONSE) DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_DETAIL_INFO) { - ClientState *cs; + NetworkClientState *cs; NetworkClientInfo *ci; Packet *packet; Player *player; @@ -471,7 +471,7 @@ void NetworkUDPQueryServer(const byte* host, unsigned short port) /* Register us to the master server This function checks if it needs to send an advertise */ -void NetworkUDPAdvertise() +void NetworkUDPAdvertise(void) { struct sockaddr_in out_addr; Packet *p; diff --git a/network_udp.h b/network_udp.h index 35524ac1c..f92dd87d0 100644 --- a/network_udp.h +++ b/network_udp.h @@ -6,6 +6,6 @@ bool NetworkUDPListen(uint32 host, uint16 port); void NetworkUDPReceive(void); void NetworkUDPSearchGame(void); void NetworkUDPQueryServer(const byte* host, unsigned short port); -void NetworkUDPAdvertise(); +void NetworkUDPAdvertise(void); #endif /* NETWORK_LAN_H */ |